20.7.2015 - 31.7.2015

Features:
* Added a button to stop the movement of the team/selected character.
* Inventory sorting now remembers the options you've previously used. Defaults to weapons/primary stat.
* New loading screen graphics added.
* Added the option to filter multiplayer lobbies by difficulty.
* Added three ways of showing item tags for loot on the ground: push to toggle, hold to show and push to show for 10s. Mode can be changed from the options menu.
* Added an option to run the game in borderless window mode.
* Scenes are now loaded asynchronously which allows us to show progress indicator on loading screens.
* Added tips for loading screen.
* Added sprint which increases characters' movement speed outside combat considerably. This also works multiplayer.
* Added a dust emitter to crew members feet which activates when they sprint.
* Players now have their own tech trees in multiplayer.
* Dead crew members who can't be resurrected anymore (on perma death mode) will drop their items to the ground.
* New chat window with fading texts
* New system messages on the chat window for when a player is ready, is not ready and when host wants to teleport to a planet
* Crew screen disintegrate button now has a tooltip, a special cursor and the graphic for the button is toggled on and off appropriately.
* On normal difficulty it is now possible to resurrect characters out of combat and in cloning lab.
* Item Research improvements: All items have only research/pause. Pause/Resume all toggles individual objects. Improved labels. Items start identifying right away when clicking them. Clicking on items displays the identify page.
* Main menu logo is animated with different kinds of glitches happening.
* Added item trading to multiplayer.

Changes/balancing:
* Changed inventory item icon borders and background to be more intensive.
* Changed the way item tags show up.
* Locked/secret rooms are no longer counted towards the completion of a map.
* Medics no longer heal crew members who are near full health while in combat.
* Made champion enemy absorb shields less powerful on early stages of the game the same way HP is scaled.
* Fuel and matter item levels are no longer shown in inventory or market to avoid confusing players.
* The starting equipment is now only level 1 items.
* Goo statue can now be destroyed also by attacking the affected target. The affected target is also removed from enemies' threat lists so they won't attack the character.
* In multiplayer, can no longer select crewmembers by clicking on them.
* Dead characters are now saved to the combat scene also.
* Cloning a character in the combat scene now adds a cloning sickness debuff which decreases all base stats by 60% and experience gained by 75% for 5 min.
* HP of enemies now scales with crew member count.
* Ship band members and random NPCs are now saved into the save file.

Bug fixes:
* Item tooltips in the ship management screen and skill bar button tooltips in combat shouldn't go off the screen anymore.
* Adjusted enemy targeting.
* Fixed a camera bug which prevented moving the camera while on the ship.
* If two characters attempt to use a door control at the same time, only the first one will actually use the control (prevents situations where the door is opened, then immediately closed).
* Crew members no longer start randomly walking when they are on a moving elevator car or when the elevator car has stopped moving.
* Fuel and matter items show usage instructions correctly as intended.
* Fixed a bug where the effect for an absorb shield would not disappear if the entity using the shield was killed.
* Changed the way enemy targeting works in multiplayer. This should fix issues where giving your team a target would not work properly.
* Fixed an issue which sometimes caused characters to move right next to the enemy they were targeting even with long range weapons.
* Doors are now technically closed immediately when door starts closing and open immediately when they start to open. Fixes warping through doors while sprinting.
* Item tag now dissappears immediately after the item is clicked for teleportation.
* Fixed a lot of drag and drop related bugs in the ship UI.
* Fixed some odd behaviour related to character labels in the galaxy map screen.
* Fixed characters shooting through doors when the door was only slightly open.
* Fixed elevator doors not re-opening after being locked by an event
* When typing in the chat window, view would not scroll to the right to show all the text being typed in.
* Fixed a bug where the military level of a claimed planet was not synced properly until the planet was selected by the host.
* Fixed multiplayer player list not showing up every time the button was pressed.
* Fixed Select All button not working when there was dead crew members on the ship.
* Fixed bug with being able to drag and drop unidentified items, which would turn the ui into 2d
* At the start of the game Vanguards with kinetic shields wont get two-handed weapons as starting weapons.
* When dropping inventory items to an invalid slot the item should go to its previous slot instead of the first available one.
* Swapping items between the inventory and the character should now move the old item to the slot where the new item was instead of the top of the inventory.
* Fixed a bug where entities ignored path finding no-go zones and walked through objects.
* Fixed a bug where elevators could not be entered if the platform was saved to the same level as the player.
* Disabled hovers and other landing party related controls when viewing the ship.
* Flying enemies should no longer die in the air.
* Band members and ship NPCs can be targeted and killed.

3.8.2015

Bug fixes:
* Fixed an item duplication issue with trading.
* Fixed combat cloning in multiplayer.
* Fixed a bug where a character revived in combat would appear dead again in the ship UI.
* Fixed overlapping popup lists in the options menu.
* Fixed a bug which caused certain Glorious events to be impossible to complete.
* Fixed certain types of projectiles being invisible in multiplayer (e.g. the Slimy Vomitor spit).
* Doors should now actually stay open if they're left open and the same planet is visited again.
* Made sure trading is only possible in the ship UI.

4.8.2015 - 6.8.2015

Features:
* New indoors zone type: pacifier bunker

Balance:
* Enemy weapons should no longer have modifiers attached to them. This makes damage output more predictable.
* Gas chambers and plasma furnaces now spawn to lvl 10+ planets and are ten times more rare.

Bug fixes:
* Optimized death effect code to make map loading faster when the map contains a lot of complex animated enemies.
* You are now able to teleport back to ship when your whole crew is turned into goo statues.
* Added additional click detection colliders to most of the existing enemy models. This should make clicking and targeting enemies easier.

7.8.2015 - 1.10.2015

Features:
* The danger level of planets is now scaled by crew level. You can adjust how difficult the maps are with the ASS (alien slander system). You gain more loot and xp on higher difficulty levels.
* Minimum level of enemies still increases the further you go from starting location in the galaxy (lvls 1-40). This will discourage flying too far at the beginning of the game. The change is more gradual than before and maxes out at lvl 40.
* Added a new type of prop objects which can be targeted and destroyed.
* Added Imperium survivor safehouse and pacifier bunker variations.
* Option to use Poisson-Disk placement algorithm for placing enemies (randomly spawned enemies no longer overlap)
* Streamlined item research (items automatically removed, pause/resume all button works more intuitively)
* Possible to spawn enemy formations as defined in xml
* [Dev] Possible to enter console commands while in-game (uses the chat window)
* Up-arrow in chat window scrolls through the list of previously entered messages or commands
* Volume sliders are now logarithmic (perceived volume increase is linear)
* Entities and crewmates have more highlights when mouse-hovering over them to make clicking easier
* Settings screen is now accessible in-game (press esc to bring out the menu)
* Settings screen now has tabs to allow for more room
* Ship view now has buttons over rooms that can be used to change the room into another type using ship modules
* Ship view has a ship inventory where you can view the ship modules you have
* When clearing a map, a special bonus chest is spawned with a brief message from The Company (plus an escort robot with over 100 different lines)
* Added a new system which spawns random biome and bunker specific critters to the map.
* 20 new Trychfilian enemies.
* 1 new desert biome enemy.
* 6 new Pacifier elite enemies.
* 26 new random critters.
* Enemies now primarily use predefined formations. These formations can be either stationary or they can patrol around the rooms.
* Added 109 cyborg, 107 pacifier, 78 imperium and 155 glorious formations.
* Added new level up, disintegrate, load fuel and load matter particle effects.
* Added 200 additional bunker layouts which use stairs.
* Added 10 new cyborg bunker room background and 12 new corridor background variations.
* A good number of new props now spawn on the ground and to backgrounds (in ruined city biome and pacifier bunkers, desert biome and cyborg bunkers).
* Added pillar elements under bunker rooms which would otherwise float in the air (this should blend the inside environments better to the outside biomes).
* Characters are now selected by dragging over them with the mouse cursor. Instead of moving the entire landing party or just an individual character you can select and move as many characters as you want. Movement controls have also been adjusted.
* Ordering characters to move to a position now shows target markers for each selected character.
* Pacifier and cyborg bunkers now have new type of room: stairs.
* Added new graphical feedback for mouse clicking in combat scene.
* Bosses can now spawn in the game. Currently there are 3 active bosses that can appear on random planets (2 glorious, 1 pacifier).
* Possible to place biome specific map border props. Currently only desert biome has them.
* Added an ability to fade floor decals (shader) on the edge of the floor.
* Added new room type 'cave' which only currently spawns in desert areas.


Balance:
* Increased the cooldown on wax spitter's spitting ability.
* Size of planet maps and their inside areas now ramp up during levels 1-10.
* Cloning process no longer fails on normal difficulty.
* Clone quality is always 100% on normal difficulty.
* Solidifying goo (which leads to goo statue) now lasts 30s (up from 7s) and also snares after 10s.
* Goo statue now takes considerably less damage to break.
* Added graphics to solidifying goo and goo statue making it easier to spot. Also added white particles when statue is damaged.
* Cloning sickness now lasts for 15s longer each time you clone a character on a mission. This resets when you return to ship.
* Enemies should be able to hit more often.
* Reduced enemy health.
* Tweaked lots of enemy stats for better balance and more logical behaviour (syncing walk speed with animations, more health on larger enemies etc)
* Enemies should deal now a bit more damage.
* Tweaked danger values of different enemies for more balanced gaming experience.
* Enemy danger values ramp up with the size of the map.
* Barknid melee damage decreased.
* The more complex factions and their planet types no longer are available near the starting location of the ship when starting a new game.
* Enemy damage is now increased by 30% for 12 membered landing party, 15% for 8 members etc.
* Glorious egg can spawn multiple smaller enemies until it is killed.
* Desert Crawler spit damage decreased.
* Cloning time decreased considerably.
* Smaller enemies spawning from a parent entity (for example mutant worms, enemies spawning from a Glorious Egg) no longer spawn loot on death.
* UGDG minimum level increased.
* Turret room minimum level increased.
* Maximum danger level of maps ramps up with crew level.
* Empty rooms more rare.

Changes:
* Combat sounds now attenuate less sharply creating a smoother stereo image.
* Fleshy impact sounds are now emitted properly from the character being hit.
* Each player in multiplayer is now in combat separately, which means players whose teams aren't right next to the action can sprint and use medkits.
* Added "miss" and "block" messages.
* Tehcnologies are now tiered in 4 tiers (1-24, 25-49, 50-74 and 75-100) and randomized inside their tier. Hybrid techs requiring points from multiple tech disciplines are not randomized.
* Rebuilt combat minimap with new graphics. Added new icons for different kinds of interractable objects & characters.
* New combat text font and animations.
* New blood effects.
* New health bar graphics which allow you to see hovered and selected characters, other multiplayer characters' health bars are darker.

Bug fixes:
* Fixed a case where after giving your landing party a target the team would now always attack it.
* Aggroed enemies should now properly aggro friendly units close to them.
* Optimized galaxy map dragging.
* Made click detection colliders for smaller enemies even bigger.
* Fixed an issue where the visual effect for paralysis never got removed.
* Scanning planets (with a tech) in the galaxy map screen works once again.
* Combat correctly fades after all crew members are dead.
* Fixed a bug where the Cyborg Screamer's beam was not visible in multiplayer.
* Fixed multiple minor graphic errors related to walls, doors, door buttons and entrances.
* Fixed missing status effect icons.
* Fixed a bug where the smoke from a smoke bomb would not disappear in multiplayer.
* Mutant worms and merged tumors should no longer fly around the room when they spawn.
* Unused training point arrow is no longer visible in the landing party selection tab after you've used all the unused training points.
* Fixed elevator doors being covered with impenetrable wall sometimes.
* Fixed pixel tearing in combat scenes. This should make graphics less wobbly and more smooth and crisp.
* AI pathfinding has been tuned, which should result in smoother paths when entities are moving diagonally.
* Adjusted the behaviour of some glorious enemies (e.g. tumors).
* Fixed a bug where the health bars of merging tumors sometimes got stuck on the screen.
* Enemies using stealth are now invisible in multiplayer as well.
* Fixed a bug where pacifier bunkers were getting random cyborg events.
* Disintegration cursor no longer remains active if player exits the game to main menu.
* Game characters no longer steal health bars from each other after death and subsequent resurrection (causing multiple bugs).
* Fixed a bug where dead crew members and their items were not transfered to the ship properly when the whole landing party was dead.
* The ship can no longer start the game inside a planet.
* Sky height has been increased.
* Biome background should now cover bunkers located at the edge of the map also.
* Background objects in outside zones are now displaced correctly in relation to camera movement.
* Player characters no longer levitate when moved near floor's lower edge.
* Melee characters should now be able to target flying drones as long as they're close enough.
* Fixed assault frame related bugs.
* Fixed some combat cloning related issues in multiplayer.
* Fixed a minimap related 2D ship UI bug in multiplayer.
* Door controls on top of stairs should be more easily accessible by landing party members.
* Landing party members now forget the target they've been given if you move away and the target has not aggroed yet.
* Fixed a bug where destroyed turrets left a collider behind, in some cases blocking the landing party members' movement.
* Fixed turret related issues where for example cyborg turrets were shooting other cyborgs and player characters were healing enemy turrets.
* Zombification is now casted properly as an AoE cast.
* Fixed a multiplayer lobby related issue where sometimes after teleporting to a planet and back the game was no longer joinable.
* Hopefully fixed issues where bombs dropped by the Cyborg Bomber did not always explode.
* Fixed a case where the game did not always start in full screen even if it was selected in the options menu.
* Fixed various hacking related bugs in single player and multiplayer.
* When cloning a dead character the clone should now retain the unused training points from the original character.
* Skill bar now shows tooltips properly for abilities which are in cooldown.
* Fixed a bug in multiplayer where updating items on a crew member who has already been selected into the landing party did not apply.
* Fixed broken weapon recoil tweens.
* Fixed two handed guns being offset when targeting an enemy.
* Fixed hand and gun rotations during teleportation.
* Fixed texts which referenced to 'sniper' or 'hacker'.
* If a valid enemy formation could not be found for an event, random enemies are spawned instead to avoid completely empty rooms.
* Fixed a bug where a dismissed chracter was not removed from the landing party in multiplayer.

2.10.2015 - 21.10.2015

Features:
* Added new consumable items which are dropped randomly.
* Planets can now have new ways of claiming them (such as killing a boss, completing a main quest).
* Added a new type of map target: market station.

Changes:
* Abilities (such as Pain Suppression) and tools that can be used on crew members can now be targeted via the landing party grid.
* Formation movement in combat is now less strict. Characters who are moving in a group will wait for other group members to reach the target position as well before moving (unless otherwise ordered).
* Reduced aggro drop timer to 15 seconds.
* Some item types (such as consumables) can be stacked in the inventory.
* Medics with a Tissue Repairer or an M-Phase Booster will prioritise combat over healing minor damage. Outside of combat they will heal everyone to full health as before.
* Characters with an override target enemy will hold tool usage until after the target is dead (or they're manually given a target for the tool).
* Removed the money that was on the floor in the Welcoming Party event.

Bug fixes:
* Online friends list should no longer display the same lobbies more than once.
* Possibly fixed various status effect related issues in multiplayer.
* Fixed the cyborg ship invasion event.
* Fixed a pathfinding bug in the vanguard's shield charge AI task.
* Photon Energy Amplifiers is now applied for energy weapons only.
* Fixed various mount related issues (such as no attack).
* Clicking across multiple rooms at once is now possible.
* Targeting over multiple rooms is also possible (enemies can do this as well).
* Fixed various smaller AI issues and movement/snare related status effect bugs.
* Enemies re-learned the ability to open doors.
* Fixed some market related issues in multiplayer.
* Loot containers are saved into the savefile again (so they can't be opened more than once).
* Hopefully prevented patrolling enemies from walking against the door.
* Fixed an issue where the merchant appeared on the ship more than once.
* Hackers no longer get confused if they're told to hack a door to the left.
* Stair rooms can also spawn next to an elevator.
* Viewing item tags for dropped items/credits inside a locked room should no longer be possible.

22.10.2015

Balance:
* Fuel is now cheaper in the beginning of the game and the prices should be more consistent.

Changes:
* Entities with melee weapons scale threat based on their distance to the target.
* Vanguards generate 20% more threat.
* If a threat-based target is going to die soon, the characters will finish them unless given an override target.
* Disintegrate will now display amount of matter when hovering an item.
* Added a basic sorting for crew inventory.

Bug fixes:
* Fixed an issue with certain types of props which caused slight offset in nav grid generation.
* Fixed an AI bug where characters moving in a formation through an area with a high prop density sometimes had their walking animation stuck on.
* Fixed a bug where Blistering Hydroid sometimes spawned too close to a wall.
* Adjusted the vanguard's shield charge skill slightly (should no longer rush backwards).
* Fixed some prop related collider issues in the updated biomes.
* Fixed a background bug in Temperate Forest.

23.10.2015

Features:
* Added some missing backgrounds to the desert and forest biomes.

Balance:
* After being helped by Kent, he will not appear again immediately.
* Balance tuning for different sized teams.

Changes:
* After teleporting away from a bunker, doors to uncompleted rooms will be closed again.
* Dome shield is now left on the ground as it should be. Also reduced the cooldown to 60 sec.
* Added some distress signal and difficulty setting related info messages.

Bug fixes:
* Fixed a rare prop removal related issue which caused dancing dudes.
* Fixed an issue where characters sometimes kept shooting a team mate who was previously stuck inside a goo statue.
* Enemies with the Missile Volley modifier fire their missiles towards the player characters more often.
* Enemies with modifiers now fall properly when they die.
* Fixed a bug where sold items always gave the same amount of money as if they were replicated.
* Fixed primary stat display of the item hover tooltip when disintegrating (now always shows weight of item).
* Should have finally fixed the issue where cloaked enemies display an aggro arrow.
* Hopefully fixed the bug when entering a map and camera is not looking at the landing party.

26.10.2015-27.11.2015 (Note: old saves used prior to this build have been invalidated)

Features:
* Added new enemy types for the main factions (4 Glorious minions, 2 Imperium elites, 1 Pacifier elite).
* Added a new Pacifier boss: Drone Hive.
* Added a shipyard which lets you buy new ships to replace the old one. Shipyards can be found with random market stations.
* New ship module items which cab be bought from market stations.
* New ship defence items (turrets, traps) which can be bought from market stations.
* New ship builder mode which lets you add room modules to your ship and build defence objects to rooms. Ship builder can be used when your ship/the fleet is docked with a shipyard. In multiplayer fleet movement is disabled while someone is using the ship builder.
* When travelling in the galaxy map, there's a chance that a random encounter with another ship may happen. The chance increases the further you travel without encountering anyone.
* Added various new hostile factions and gangs you may randomly encounter when travelling the galaxy.
* There's a chance that a loot hoarder may randomly spawn to maps. The loot hoarder drops high quality loot if he is killed before he manages to escape.
* Added the wormhole and new planet type to start off the main quest of the game and the related dialogues.
* Added caves for mutated mushroom forest and cold conifer forest biomes.
* Added map ending props for succulent forest, temperate forest and cold conifer forest biomes.
* Revamped galaxy map interaction and graphics.
* Player's ship is now allowed to have elevators also. Added related graphics and interactivity.
* Added some new ship layouts.
* Planetary missions added. You can now request missions on the galaxy map screen. You need to complete at least two of the three missions given before you can request more missions.
* Hose system (graphics for displaying the health-link)
* Raid frame can again re-order crew (drag to re-order)
* For consumables in-game: right-click to bring up a popup menu to select what stuff is available there

Changes:
* Distress events and random encounters now happen on random player's ship in multiplayer.
* Added some missing trap effects.
* Player ships can now have elevators.
* Characters in formations don't start moving if it would require moving to the opposite direction as the formation's heading while they're out of combat.
* Medics with Nanobot Injectors no longer pre-emptively cast HoTs on targets.
* Kinetic shield charge ability (unlocked by Shield Momentum Accustomization) can now be disabled by toggling the automatic AI usage off.
* Crew formation markers are now visible until the character has reached their target position (or they're given a new target) outside of combat.
* Change the metagame spots where orange class icons are to the colored ones
* Medkit can no longer be used if a previous one is still healing
* Added more weight to the consumables to prevent replicator abuse
* Main menu tab button text now dims if the button is not visible
* If replication fails, can click to try again without having to re-select the item
* Tech tree should display lines when one of the branches of a multi-branch tech is visible
* Clicking on crew no longer de-selects the others
* Double-click on a crew member to only select them
* Changed default keys for sprint (shift) and toggle loot text (alt)
* Removed random chance from attempting to hack locked doors
* Player characters who are in formation will now indicate when they are going to open/close doors.


Balance:
* Reduced the damage of the Pacifier Heavy Drone.
* Downscaled money drops and item sell prices. Credit amounts should increase now more linearly during a game and be more manageable to understand.
* Market item tables tweaked. Poor items no longer spawn to shops and common items are less likely to occure.
* Black market loot tables have an even larger change of providing high quality loot. 
* Replicating items now costs more and is affected by item level also. This makes replicating more of a choice and tools are not considerably cheaper to replicate than other items.
* Kinetic shield weight down to 5.5kg from 16.4kg. This allows most characters to equip the shield immediately at the start of the game while also being able to equip heavy armor.
* Research point requirements of techs have been decreased. It should now be much faster to progress in the tech tree.
* Experience gained by killing enemies increases now more linearily and xp required for leveling is decreased making progress in the game faster.
* Fixed planet minimum danger level bug where even high level planets were scaled to player's crew level.

Bug fixes:
* Fixed couple of bugs which broke map targets after player was visiting a planet for a long time.
* Fixed channel mixer system for caves.
* Fixed planet surface props spawning incorrectly on entrances.
* Fixed a bug where combat resurrected characters no longer aggroed the enemies that they had previously aggroed.
* Fixed a trading issue where credits sent by the host were not received by the other trade party.
* Fixed a bug where the market's buy button was still active if another player bought the selected item.
* Some animation fixes for existing pacifier enemies.
* Ship button should now work even if the player is not signed into Steam.
* Fixed a bug where the inspected map target was no longer selected after visiting the ship.
* Fixed a bug in calculating the health pool of two health linked entities.
* Fly Mind now stays linked with the target entity until they're either killed or something breaks the link (e.g. doors).
* Fixed an issue where AI tasks were not cleaned up properly on death which may have caused some effects to get stuck.
* AI pathfinding regenerates the path when a suspended task is resumed, which should fix some rare cases of odd movement with characters using tools.
* Temporarily prevented enemies killing the ship people during ship invasions due to an audio related crash.
* Fixed a bug in barricade targeting. Also fixed a draw order issue with barricades.
* Fixed a bug where ship invasion event danger levels were scaled wrong (resulting in very low difficulty events).
* Fixed a physics related issue which caused the head of the Hydroid to randomly drift around.
* You can no longer travel through market stations.
* Bug: cut rect of crew member item is not properly set when dropping one on top of another in landing party selection
* Bug: when going to main menu settings, resolution selection shows nothing
* Inventory item bug: drag out item from gear slot, to swap with another in inventory, then drag item in inventory on top of another
* Camera still sticks to map edges
* Bug: cancel drag-drop to item in gear slot, then right-click swap with inventory item
* Can equip items that normally should not be possible to equip
* Bug: esc menu and ingame inventory can't receive mouse events
* Character is now unselected as a camera target if they die
* End chest no longer spawns in elevators or stair rooms (but somewhere valid previously visited)
* In-game windows no longer overlap
* Fixed typo in tutorial
* bug: door buttons not working left side of the map
* bug: enemy status effect popup doesn't work correctly
* bug: inventory sorting has disappeared
* Fixed a potential save game corruption in multiplayer when a host left the game during combat.
* Fixed a bug which prevented other players giving orders to their landing parties while the host was using an elevator.
* Room shadows have been replaced with new ones.
* Fixed expose weakness threat generation.

30.11.2015

Features:
* Added new armors and helmets (11 armors, 13 helmets).

Changes:
* Vanguard with a kinetic shield will charge right next to the target when Shield Momentum Accustomization is active.
* Incapacitated characters have a red outline.
* Renamed "tool use speed" to "tool use time" on item tooltips.

Balance:
* Every planet is guaranteed to have at least one enemy which drops an alien artifact.
* Added some hp to enemies at the start of the game.
* Removed near zero modifiers from items and overly large armor increases on helmets & armor.

Bug fixes:
* Possibly fixed an issue where some quest loot items were not dropped as they should have.
* Fixed elevator button click effects.
* Fixed a bug where some additional enemies spawned by the quest loot system did not aggro properly.
* Fixed some armors not dropping

30.11.2015-2.12.2015

Features:
* Added ability spawn biome specific and bunker specific props on roofs (snow on snowy biome, sand on desert, pipes etc on cyborg bunkers)
* Added a panic button system which will display helpful abilities and consumables above a character whose health is getting low.

Changes:
* Downed characters are now flagged as non-threatening.

Bug fixes:
* Fixed a bug where a landing party member appeared drunk after being combat resurrected on normal difficulty.
* Fixed some issues which could have caused quest item disappearing.

3.12.2015-4.12.2015

Features:
* Some cyborg bunker roof props added.
* Alert when health is low, percentage settable in options
* Randomized Environment Sample quest

Changes:
* Downed characters will no longer receive experience and thus can't level up until helped by someone.
* Clients are able to hover galaxy map targets to view basic info about the target.
* Swamp Bloat now has a small warmup time before exploding.
* Ultimate item quality color (cyan) now more intense.

Balance:
* XP now scales with landing party character count making progress faster with large groups especially in multiplayer.
* Higher item qualities are now less likely to appear early in the game.
* Powerful item modifiers are now less likely to appear early in the game.
* Negative modifiers decrease item's quality (stat scaling remains the same).

Bug fixes:
* Multiplayer clients now see claimed planets as claimed after completing a mission.
* Fixed a bug in map generation which made it impossible to sometimes go through the last door on the map.
* Fixed a rare issue which prevented teleporting to a planet with saved loot items that no longer existed.
* Fixed various cases of non-deterministic map generation.
* EMP now affects all pacifiers (except bosses).
* Enemies no longer drop alien ship components.
* Fixed a cosmic threat related issue which should hopefully finally solve all the vanguard shield charge issues.
* Removed the mission difficulty button from multiplayer clients (only the host can change mision difficulty).
* Fixed an issue where in some cases entities could fly over the map edge and warp back.
* Fixed a formation bug where characters who had a target position between their leader and themselves did not move.
* Enemies should no longer try to kill the loot hoarder.
* Fixed many instances where loot items could end up outside of bounds and not be clickable.
* Fixed being able to drag items while disintegrate mode was active
* Fixed inventory items hanging in the air if dragging them while no crew member is selected
* Fixed error when viewing crewmate's stats and right-clicking on inventory item

7.12.2015-13.1.2016

Features:
* Added a new alien encounter event which will happen sometime after the beginning of the game. Completing the encounter unlocks a new mission source and new types of missions.
* Added 2 new elite cyborg enemies.
* Some Pacifier bunker roof props added
* Added some new armor and helmets
* Added more ship encounter events.
* Added new mission rewards: In addition to credits and experience, players are able to choose whether they want loot, matter or fuel as a reward from completing a mission.
* New look for the main menu
* Revised credits screen
* New hover cursors for various things
* New planetary quest type: kill bounty target (available after reaching level 8)
* 26 new melee weapons including axes, prods and hammers.
* Added small activation indicators for status effects on top of characters. (for example a small shield when a protective status effect was cast on it)

Changes:
* Bonus loot chest is now saved like the rest of loot containers.
* Vanguard generates 30% more threat up from 20%.
* Vanguard now automatically taunts anything he's even trying to attack on melee range, with ranged weapons he taunts only when the bullet connects.
* Vanguard Second Wind now increases health by 150% (up from 130%).
* Vanguard Second Wind cooldown increased from 30s to 60s.
* Scout gains 20% hit and crit rating when wielding a two handed ranged weapon.
* While scout is not moving he's target will gain one Sniper's Aim debuff every second. This can be used to boost assassinate ability damage.
* Medics now generate 20% less threat when healing and have 20% increased reload times making them slightly less effective in combat.
* Pain Supression now decreases damage taken by 90% (up from 80%).
* Deadly mass now makes the affected enemy explode when it's killed damaging nearby enemies.
* Replaced vanguard's Taunt ability with Universal Profanophone (AoE taunt) and removed the tool.
* Replaced medic's Heal Inhibition ability with Mutagenic Stream, which reduces the target's healing efectiveness and causes tumor growth.
* Scout's stealth ability is now usable in combat.
* Engineer can also use the Hacking ability for hacking mechanical targets (drones, turrets) and disarming mines.
* Defibrillator adds shock damage to melee attacks and on succesful attacks pushes back target's weapon reloading and tool use by 20%.
* Marine now stacks Strike Combination debuff on it's target enemy on succesful hits. These combination effects can be consumed to use marines abilities.
* Characters can be given tool targets even when they're using their tools automatically.
* Marines can now use grenades to open locked doors.
* Medics Bioscanner and Stimpack Injector have been replaced with similar consumables.
* Marine's suppressive fire now requires 3 strike combinations to use and decreases damage received by 50% (up from 30%).
* Added a new Tractor Beam ability for vanguards (pulls enemies closer).
* Changes to melee attack AI, which should make it easier for melee characters to hit flying targets within range.
* Melee weapon ranges now correspond better with the size of the actual model.
* Dual wielding marines always use both their weapons simultaneously (tech no longer required).
* Added 4 new weapon type based abilities for marines: Crushing Blow (melee), Dual Strike (dual melee), Overload Shot (ranged) and Rapid Fire (dual ranged).
* Marine's Frenzy is now called Battle Frenzy and now also heals nearby crew members by 10% of their total health.
* Engineer's EMP now also stuns cyborgs.
* Haste Field's passive speed boost now affects all friendly units within range (not just marines).
* Haste Field now also has an active feature, which removes movement impairing effects from closeby friendly entities.
* Scout's Ambush ability is now called Assassinate, and it can also be used out of stealth. If used from stealth, the ability will deal even more damage.
* Scout's Knockout ability has been replaced with Tranquilizer Dart which is a longer range stun and can be used while cloaked.
* Added new MultiBot and MultiTurret tools for the engineer class.
* Scout's nerve gas aerosol now hits multiple targets inside a cone.
* New Scout tool: Biocidal Suppressor. Decreases threat generated by the scout by 50%. Has a chance afflict the target with a dot which also decreases effectiveness of heals by 50%.
* Added a new active use mode to Bullet Amplifying Field. The scout can deploy the field on the ground, and bullets originating from behind it will receive additional damage.
* Engineer's trap tools have been removed and replaced with similar consumables.
* Removed Psycho Augmentator.
* Added a new tool for vanguards: Microwave Shield (AoE damage field).
* Cleave can no longer be used to hurt friendly NPCs.
* Assault Drones now have two modes: attack and guard.
* Revised basic controls: LMB to select crewmates, RMB to move/attack/interact
* Loading screen tips can have dynamic text. Cleared outdated info.
* Able to re-bind crewmate and formation selection keys
* New default keys for some controls. Options screen has a reset-to-defaults button for key binds.
* Colliders for UI elements to prevent clicks and hovers from bleeding into the scene.
* Added up/down mouse scrolling to the RTS camera.
* Added option to disable mouse camera scrolling.
* Hovering over an enemy shows that enemy's health bar and stats.
* Weapons now show if they are one- or twohanded.
* Marine can no longer dual wield melee/ranged combo.
* Some tools meant for ranged weapons can no longer be equipped with a melee weapon.
* Consumable selector UI has been improved
* Esc closes chat window in-game
* An arrow now points to the level end / quest reward point of interest.
* Tutorial has been temporarily disabled
* Possible to use matter and fuel when viewing a crewmate's stats
* Dragging incomplete stacks on top of eachother now works as expected.
* Player list has a UI button in multiplayer
* Ship button is now in a different position and looks different, to prevent confusion.
* Bonus loot chest now spawns as a reward for completing a mission. Planets can still be claimed without completing a mission by exploring the entire planet, but this does not give bonus rewards.
* Request for teleport will now display a warning message if not all players have chosen their mission rewards yet.
* Calming whisper is now shown on the panic bar.
* Nerve gas now has a new effect and applies the effect inside a sector area instead of a single target.
* Enemy health bar graphics changed.
* Enemy status effects are always shown on the health bar, no need for a tech anymore.
* Hovered enemy is always shown on the enemy bar. If none hovered, shows the current selected crew member's target.
* Updated FMOD version.
* New sounds added to mainmenu, ship management UI, level up effect and new sounds effects for new vanguard abilities, new assault rifle sound.
* Added beam effects for nanobot injection and tissue repair beam.
* Aoe abilities now have effects which show how large the affected area truly is.
* Market Stations now sell consumables.

Balance:
* Scaled down the danger level of ship invasion events especially on smaller ships.
* UGDG damage split fixed and damage rescaled.
* Increased smoke bomb cooldown.

Bug fixes:
* Request missions button is no longer visible to remote clients in multiplayer.
* Hopefully fixed weapon fire animations getting stuck on dead characters in multiplayer.
* Tool/ability hover cursors should behave more logically now.
* Fixed some visual bugs on enemies
* Cone effects can now be rotated (you can now shoot flying enemies with a toxigun)
* Fixed a bug where only a small part of the bosses spawned into the galaxy, and most of them to wrong planets.
* Fixed the Slow Field effect.
* Fixed a bug which caused entities to stop using a tool if their AI state changed.
* Fixed certain enemy abilities which were targetable on cloaked crew members.
* Fixed a case where after reviving the currently selected character they were teleported to a room where they died, instead of the room where the rest of the team was.
* Fixed hire crew cost label not updating as it should have.
* Crew member labels in the landing party tab now show the owning player's colour correctly in multiplayer.
* Cyborg Stalkers now use a melee weapon instead of their fists, like everyone else.
* Fixed a bug where certain types of loot containers (cyborg fuel containers etc.) did not spawn loot in multiplayer.
* Fixed being able to accidentally click the galaxy map through another tab.
* Fixed an issue with certain types of item modifiers (weight, clip size) which was causing negative values.
* Fixed a bug which could have caused a vanguard with a kinetic shield to rush after an enemy who has teleported away of cloaked.
* Bug: identify screen disintegrate will not stay toggled on.
* Dissolved enemies would catch mouse-clicks and hover events incorrectly.
* RTS style camera starts in the wrong room when teleporting back to a planet.
* Mouse centers on screen in the main menu sometimes.
* Outside environment samples spawn inside in some cases.
* Able to travel to the current location in world map.
* Incomplete stacks in the inventory are combined incorrectly when sorting the inventory.
* When loading matter or fuel and viewing the warning screen, if a research item completes, UI becomes stuck.
* Fixed bugs where some turret and drone models were able to shoot through closed doors, and some were not able to shoot through open doors.
* Fixed a bug which caused some static enemies to think they were in the air, which in turn resulted in melee characters not being able to attack them sometimes.
* Landing party selection and instantiation code has been reworked, which should hopefully fix desync issues when teleporting to a planet in multiplayer.
* Fixed some bugs in status effect icon popups.
* Tractor beam disengages in some situations (enemy cloaks or teleports away). Also fixed a bug when tractoring Cyborg Bombers.
* Difficulty level texts changed also for the drop down lists.
* Fixed miscellaneous items which had wrong item qualities.
* Fixed a bug which caused uncontrolled panning of sounds sometimes.
* Fixed floor and elevator button not spawning correctly when there was an elevator and staircase connected.
* Changed the correct background for cyborg bunker elevators.

14.1.2016

Changes:
* Auto-use tools now have a proper indicator for when the tool is active
* Removed the outdated enemy stat panel.

Balance:
* The maximum number of Eggs Blistering Hydroid can spawn at once is scaled with the size of the landing party.
* Ships and ship module prices have been tuned down a bit.

Bug fixes:
* Fixed incorrect calculation of weapon reload times, which affected the Automatic Reloader.
* Fixed stun/EMP effects getting stuck.
* Fixed tractor beam flashing on the panic bar for non-flying enemies.
* Added valid loot tables for some enemies that never dropped loot.
* Bullet Amp Field should no longer get stuck if the scout using it dies.
* Fixed dead enemies warping through the floor in multiplayer.
* Toilet cleaning drones now stay inside the toilet until interrupted.
* Flying ship invaders can now be captured with the Tractor Beam.
* When changing keybinds, the ingame key labels are properly updated
* Bar patrons should no longer warp randomly during a ship invasion.
* Fixed not being able to walk bast the Blistering Hydroid.
* Possibly fixed empty loot containers in the ruined city.

15.1.2016

Features:
* Added special bullet particle fx for amplified and biocidal shots for scouts.
* Added breath vapor for crew members out in the cold.

Changes:
* Medics using nanobots no longer inject targets who already have active nanobots, unless the current injection is not enough to heal the target back to full health.
* Bounty targets no longer have +3lv and have had their modifiers adjusted to be more balanced
* Multiplayer screen now shows a notification when no team is selected
* Added a flash effect to ability and tool buttons when cooldown ends

Balance:
* Bullet amplification field is able to empower one shot per second.

Bug fixes:
* Fixed some bugs with the Bark Spirit (able to attack while knocked out).
* Hopefully fixed status effect popup size issues.
* Fixed an issue which caused the default ship model to load if the game was saved during a ship invasion and the player had purchased a new ship before that.
* Fixed a panic button issue with more than one character of the same class, which may have caused panic ability buttons to be randomly unusable.
* Fixed a bug where buying a new ship left ship NPCs (including the quest giver stranger) behind on the old ship.
* Assault frame automatic charge can now be toggled off.
* Keybind label for the auto-use tools goes grey when set to auto (it should not)
* Bounty targets should no longer spawn behind locked doors
* W and S would move the camera when writing in the chat window
* Mouse camera scrolling up / down doesn't work properly
* Ability tool tips not shown when dual-wielding

18.1.2016-20.1.2016

Features:
* Options screen has a 'reset to default' button for general options
* Defaults buttons have a warning popup
* Added some decorative elements outside the player ship to make it more pretty (more incoming soon)

Changes:
* Enemies spawned by other enemies no longer drop loot.
* Panic buttons fade faster when unusable and they're no longer shown for incapacitated/stunned characters.
* Other changes to how abilities work internally, which should result in more responsive input processing (especially for panic buttons).
* Skill bar tool button now turns into grey when the character is using the tool.
* Changed the way how tools which don't require a target entity or a position work. They can now be used by pressing the skill bar tool button once without selecting a target position.
* Haste Field now has an active function, which removes all movement impairing status effects from friendly entities within the field.
* Added a new active function to the Automatic Reloader, which reloads the marine's weapon with triple the ammo.
* Nerve Gas Aerosol is now a marine tool, while Assault Drones belong to the Engineer.
* RTS-camera is now the default camera option
* Some new UI sounds were added to the options screen and crew screen
* Crew screen disintegrate has a hotkey (D)
* Holoprojector no longer transfers threat to a vanguard, instead it spawns a holographic decoy resembling the scout which can attack enemies.

Balance:
* Glorious eggs cap their enemy spawns based on the size of the landing party.
* Rocket Launcher is now lighter and reloads faster.
* Made "of the Gods" -suffix more rare as was intended.
* Crew hire costs rescaled.

Bug fixes:
* Higher level characters can now be hired from the market stations.
* Hydra no longer stuns and cripples friendly units.
* Skill bar button flash works on ability buttons as well.
* Removed idle time from AI after movement when the character has been manually given a target for a tool.
* Moving while using a tool on a manual target resets the target properly.
* Fixed a bug in the Stasis Field effect which left it active if it was removed using a tool or an ability.
* Fixed a bug in Nerve gas Aerosol automatic usage AI which caused the character to not actually attack anyone.
* Fixed Nerve Gas visual effect getting stuck after the effect had worn off.
* Fixed some weird vanguard behaviour when using the Kinetic Shield charge against huge enemies (such as bosses).
* Improved assault drone behaviour in elevators, which hopefully makes getting stuck less likely.
* Paused research kept resuming when loading the game or visiting different scenes
* Environment Samples would sometimes increment the wrong sample when collecting
* In multiplayer, multiple environment sample quest didn't sync collecting the samples properly
* Shark fins no longer pop out of therapist room's walls.
* Fixed haste field indicator effect not being shown.
* Fixed unmodified max hp being calculated wrong in the crew window

21.1.2016-22.1.2016

Features:
* New combat music for boss fights.

Changes:
* Removed modifiers that add max morale, since morale does nothing right now

Bug fixes:
* Fixed incorrect cooldown time on the Holoprojector.
* Informed holograms that it is not cool to destroy ship defences.
* Fixed a bug which caused quest drop items not to generate.
* Traps such as mines and MultiBot bots now move with the elevator platform.
* Improved drone behaviour in combat as well.
* Fixed a bug which left the reload bar visible if an Automatic Reloader was used right after teleporting to a planet.
* Research items that you pick up in the map start out paused
* When pausing and resuming research, max-speed is not set correctly
* When disintegrating an item that's researching, the research points still come
* when items finish researching/identifying while down on a planet, they're not automatically removed when applicable
* Disintegrating removed crew items yields infinite matter

25.1.2016-4.3.2016

Features:
* Created an event for the final boss. The event will become active after the player has gathered 5 gems from other bosses.
* After the final boss event has been completed, the wormhole will become stable again allowing the player to travel to New Game +.
* Melee characters now have a passive ability which lets them dash to their target enemy once combat starts. This has an internal cooldown of 30 seconds, which can be lowered with a tech for vanguards.
* Technology tree and the mechanism for unlocking technologies has been revamped. This includes changes to most of the existing techs, and a bunch of new techs have been added. As a result previously unlocked techs and science levels are no longer valid.
* 83 new technologies added and some old ones removed. 175 total technologies now available through science lab.
* Added a new Training Dummy consumable which can be bought from well equipped market stations around the galaxy.
* Re-enabled and updated tutorial.
* Added a quick use button for some tools (Bullet Amplifying Field, MultiTurret, MultiBot) which shows up below the character when in combat.
* Bosses now drop gems, which can be used to unlock and gain access to the final boss.
* Added asteroids to space scenes.
* New sounds for most player abilities.
* New sounds for ship management screen.
* Added ability for guns to sling out empty shells. Added graphics for it for most ranged weapons.
* Lit surfaces can also be cut.
* Beneficial status effects can be removed from your characters by right clicking the status effect icon.
* Ship management UI graphics and image effects revamped.

Changes:
* Removed use time on Assault Drones and reduced the cooldown to 1.5sec. The AI will also spawn drones automatically whenever possible.
* Panicking characters no longer run too far from their starting position.
* EMP ability is now a targetable grenade.
* Smoke bomb is now a ranged and targetable projectile as well.
* Some enemies are now able to detect characters using stealth. This can be negated with certain techs.
* Added a new visual effect to destroying a door with a grenade. Once destroyed, the door will stay that way permanently and can no longer be closed. All doors (except elevator doors) are now destroyable.
* Robo-spiders now follow the character who spawned them when out of combat.
* Added cooldown times to some consumable types.
* Certain consumables (such as traps) can now be teleported on the floor instead of dropping them near the selected character.
* Enemies who can not be harmed now have a grey health bar.
* Landing party order is now saved. This includes changes made to the order when on a planet.
* Made holoprojector holograms slightly faster and gave them an ability to sprint if they fall too far behind their spawner when out of combat.
* Confirmable dialogue chat bubbles now have a 15 second countdown in multiplayer, similar to dialogue options.
* Panic bar will now also be displayed for player characters if they take a lot of damage over a short period of time.
* Planets with quests now clear a tiny bit of the fog of war.
* Lethal Spinal Spasms now lasts 60s (down from 3 min).
* AOE Heal tool no longer heals crew at full health.
* Turrets can be construted at a range by teleporting them in to a position.
* When hiring crew members, their stats are now shown instead of a comparison.
* Removed clip size modifiers from melee weapons.
* Loading screen tips updated.
* Removed the replicated items list as redundant.
* Replicator displays how likely the replication process is to fail.
* Environment samples now have a pick-up effect.
* Matter / fuel crates now have a fixed linear replication cost and chance.
* Shipyard has new icons for the ship models.
* With no crew member selected, items in the inventory no longer have the red x
* Ship button tooltip now makes more sense when onboard the ship.
* The loot donkey now stops occasionally to attempt teleporting away. These attempts can be interrupted, but if the donkey is not killed in time, it can teleport away immediately.
* Medics should no longer try to stop others for healing unless they've already stopped.
* Medics now throw happy pills to the target.
* Vanguards and melee characters will always attack the closest (non-flying) enemy when entering combat, unless given an override target.
* Character abilities now unlock based on the overall technology level. First ability is available from the beginning of the game, while second and third abilities unlock when access to tech tiers 2 and 3 is gained.
* Readded camera shakes to powerful attacks.
* Fake items are now only found on hard mode.
* Made goo statue's description more informative.
* Assault frames now also have armor and they weigh less.
* Willpower removed, primary stats and how they affect secondary stats revamped. UI changed to incorporate these changes.
* Speech bubble can now be clicked to instantly skip the text
* Clicking on crew portraits now works the same way as clicking on crew members
* Hold position command now works for the currently selected crew members and has a hotkey
* Added sound when selecting from options menu dropdown list
* Cloning lab is no longer active in hard mode
* Morale bar removed from skill bar, health bar shows actual health in numbers
* Combat res label should tell how much matter it would take to combat res the character

Optimization:
* Path finding has been completely rewritten. This should improve performance on lower end CPUs in cases where multiple entities are trying to generate paths simultaneously or the generated paths are unusually long.
* Off-screen planets in the galaxy map are now completely disabled which should greatly improve ship UI performance on lower end CPUs.
* Moving trees etc. are no longer processed when off screen, which should also improve performance especially in larger maps with a lot of trees.
* Formation movement generates new paths less often.
* Camera settings tuned to be less demanding.
* Less stars on space backgrounds.
* Ship engines and thrusters are now much faster to render.
* Health bars in combat scene are now handled separate from rest of the UI thus not forcing updates on the whole UI geometry everytime something changes.
* Updating flying enemy thursters now takes a lot less time.
* Skillbar cooldown counters are updated separately, optimizing UI rendering.
* Event conditions are only polled for visible rooms.

Balance:
* Turret and drone damage scaled properly.
* Increased cooldown for EMP.
* Dune Crawler spit & melee slightly nerfed.
* Ability & item modifiers damage scaled by attack rate of the weapon.
* Assault rifle damage nerfed slightly.
* Mine damage scaled properly.
* Railgun damage nerfed, reload time decreased.
* Decreased heavy weapon weights.
* Added 5kg (20->25) of base carry amount for every character.
* Damage mitigation calculation rebalanced.
* More health from stamina stat.
* Complete rescale of research points rewarded from alien items, research point costs of identifying and unlocking new technologies.

Bug fixes:
* Minigun turret rotation has been fixed.
* Fixed a potential cause for non-deterministic map generation in multiplayer.
* Electric discharge should no longer knock out healing drones.
* Possibly fixed an issue which sometimes caused characters to get stuck on floor props (aka the dancing bug).
* Healing drones heal friendly units again. Also added a missing visual effect to the healing process.
* Science lab screen no longer resets the tech tree scroll view to the beginning when science levels are updated.
* Fixed a bug which may have caused enemies to spawn under stairs.
* Fixed a bug where projectiles (such as rockets) hit an invisible wall when moving from a cave to the outside world.
* Fixed an issue with kinetic shield charge where in some cases (usually stairs) the generated path was wrong which caused the vanguard to rush backwards.
* Fixed a stat related bug which flipped radiation and corrosion resistances on armors and helmets.
* Fixed an issue where characters using certain tools did not respect hold position.
* Fixed a bug which caused enemies to be immune to negative status effects with certain techs.
* Fixed an issue which caused loading a game saved onto a planet to fail sometimes.
* Fixed a collider issue with the Mind Flayer which cause it to get stuck.
* Fixed a rare AI bug which sometimes made entities think they had finished the path they had to move due to certain prop formations blocking the path.
* Characters now get the dome shield status effect as they should in multiplayer.
* Fixed an issue which caused the game not to create a multiplayer lobby automatically.
* Radioactive Armor Plates should no longer turn player turrets hostile.
* Disabled and faded out enemies now cause the player characters to drop aggro properly.
* Old morale effects and panicking caused due to low morale have been completely removed (including enemies).
* Fixed the AI profile for a medic with a defibrillator where the medic preferred healing over resurrecting when out of combat.
* Ship NPCs should no longer aggro during ship invasions.
* Changing the landing party order in the galaxy map section of the ship screen now affects the actual landing party order on planets.
* Disabling automatic tool usage works again in multiplayer.
* If an entity gains more max health, that change will also increase the actual health accordingly.
* Enemy drones all fall down properly when using EMP.
* When party leader reaches his move destination, others behind him stop running.
* Cyborg turrets no longer shoot into the smoke bomb cloud.
* Player list button is visible in single player.
* When you close the ingame inventory while a tooltip is present, tooltip gets stuck.
* Consumable selector arrow no longer shows the wrong way after selecting a consumable.
* Dropping item to a slot where a new unidentified item has arrived will stack the two items.
* Bug: when inspecting ingame crew equipment and hitting esc, inspector window will not go away.
* Bug: in the unidentified inventory, when hovering over items, tooltip window shows in the wrong place for one frame.
* Bug: when going to ingame options, then keybinds, then out and back again, the keybinds buttons are not responsive.
* When dismissing a crew member, the equipment bugs out.
* Fixed not being able to interrupt enemy tool/ability casts.
* Using a consumable from the panic bar now actually consumes the consumable.
* Ship turrets no longer try to murder Kent.
* Fixed an issue which sometimes caused explosions not affect all the entities within its radius.
* Fixed a bug which caused dead and resurrected characters to forget their class and what they were supposed to be doing.
* Fixed tools still being in cooldown after teleporting to the same planet again.
* Fixed bullet sprites not rotating correctly.
* Item & tech Tooltips no longer wobble.
* Drones, Turrets & Holograms health calculated properly.
* Fixed several different issues with mouse drag & scroll offsets originating from 3D UI.
* Fixed a lot of different issues with status effect icons not showing, eliminating or stacking properly.
* Status effects won't fire the initial wobble effect if the effect was only refreshed (not a completely new effect) miking the UI more calm.
* Fixed rapid fire sometimes lasting infinitely.
* Paperdoll arm positions fixed in ship management screen.
* Galaxy map scanning text is now more informative and works properly in different situations.
* Market stations, wormholes and player ship should no longer overlap at the start of the game.
* Multiplayer colour selector works again.
* Map border shows through in distress team selection window
* Research screen pause all button works correctly again

7.3.2016-11.3.2016

Features:
* New item type: training codex (rare drop from bosses) which gives one crew member additional training points.
* New item type: item upgrades (also a rare drop from bosses) which can be used to level up an item in the inventory.

Changes:
* Outside caves and stair rooms may now also spawn enemies.
* Multiplayer system messages (player is ready, host tried to teleport etc.) are now more visible and trigger an audio alert as well.
* Melee dash cooldown for landing party members resets when the character exits combat.
* Tuned the threshold values for the panic bar so it should no longer show for characters which are almost at full health.
* Since Sir Mr. President of the Imperium is shy and does not want to spawn at all, the yellow gem has already been placed at the start of the game.
* Less than rare loot is now identified by default.
* MultiBot cast time is removed. They spawn instantly.
* Start Questions revamped.
* Tech tiers now unlock in 6 level intervals intead of 8.
* Hydra's corrosive spit has been replaced by tentacle slap.
* Holograms now teleport to the owner if a door between them and their spawner has been closed.
* It takes less time to kill the tutorial zombies
* Made tutorial cosmic zombie part more clear to the player
* Shift-click to add / remove crew members when selecting them
* Settings menu has options to disable some GPU-heavy graphics in metagame
* Chat window now opens (and closes if empty) by pressing Enter
* Made Research artifacts more distinct and difficult to destroy

Balance:
* Cyborg welcoming party event should no longer appear at the beginning of the game.
* Small changes to Hydra abilities (timing, egg spawn positions etc.) which should result in the Hydra being slightly easier to kill.
* More alien artifacts guaranteed to drop per planet.
* M-Phase booster heal amount increased slightly.
* MultiBot cooldown 30s -> 3s.
* Smoke Bomb range increased.

Optimization:
* Dead enemies who can no longer be revived by anyone are destroyed completely, which should help performance on bigger planets and longer lasting boss fights.

Bug fixes:
* Medics share their happy pills in combat again.
* Gave characters a lesson in elevator safety.
* Hopefully fixed a rare case of stop movement button causing characters to get stuck.
* Bullet amp fields can now be deployed on elevator platforms and stairs.
* Medics who have hold position set and are attempting to heal an automatic target will now try to find someone closer to heal if the selected target is not in range. Changes to medic healing threshold when out of combat.
* Boss abilities can no longer be pushed back or interrupted, which should fix some weird situations where the boss appears to do nothing.
* Item popup now shows the right amount of matter received when disintegrating items (taking into account technologies).
* Fixed an issue where attempting to research an item with a missing icon caused save corruption.
* Hat-O-Matics should drop loot again.
* Bar patrons, holograms and drones no longer receive a haste field buff.
* Fixed an issue where a vanguard with an assault frame kept charging at a loot donkey even after it had teleported away.
* Various usability and targeting improvements for bosses (e.g. the Hydra body can no longer be targeted because it can't be damaged directly).
* Fixed a bug where the drone hive's core appeared to be invincible when in fact it was exhausted and could be damaged.
* Fixed character abilities not working on the Drone Hive's core.
* Tumors spawned by the Bulbous Prostrusion no longer drop loot.
* Hopefully fixed all cases where the return to ship button was inactive when it shouldn't have been.
* Fixed an issue where enemies which were spawned to stair rooms before map loading was complete fell through the ground, causing weird graphical glitches.
* Some changes to stair definitions and slope pathfinding which should make movement in stairs a bit faster.
* Pacifier jump bots should hopefully no longer fall through the stairs when jumping.
* Fixed engine crashes related to UI library object activation calls on object start up.
* Tetrodotoxin is only applied to crew members' weapons.
* If a scout is pushed too far off a deployed amp field (due to an explosion for example), they now walk back to it automatically.
* Bug: disintegrate does not work for items dragged out of character slots
* Bug: Can't drag items to empty slots in crew inventory if no crewmate is selected
* Bug: outdated text in tutorial (2 separate issues)
* Bug: Kent doesn't give any items in distress
* Bug: Tutorial gets stuck if you quickly run between rooms
* Bug: Env samples don't spawn in case there is no cyborg bunker and sample type is cyborg
* Bug: fuel does not show as red when low and loading the game
* Bug: Hack cursor is grey when hovering over valid targets
* Bug: After renaming crew member, chat window no longer opens

14.3.2016-18.3.2016

Features:
* Cyborg bunker rooms can now have secret hatches for loot and other kinds of surprises.
* Added new basic enemy spawn events which use these hatches.
* Added new elite cyborg enemies.
* Added resource labels to the combat scene, with icons
* Added hover tooltips to explain the tech requirements of unlockable character abilities
* Added a 'focus camera to current member' UI button and hotkey (default F)
* 3 new options to show normal damage numbers for every hit, heal numbers and special damage numbers.
* Special damage numbers added. Yellow numbers are shown for hits over 100% damage. Orange numbers are shown for hits which are biggest hits in a certain window of time.
* New inside zone type: glorious bunker added to the game.

Changes:
* When a character enters combat, other characters around them will also enter combat even if they're not within aggro range (unless the character started attacking an override target).
* Medics will now heal even when an override attack target has been set set, if they've attacked the target for a while (2sec with melee weapons or emptied a clip).
* Crew sorting is now possible in the crew manager as well (not just the landing party selection screen).
* Engineer techs reorganized.
* Overload shot is now the first ability unlocked for Marine.
* Assassinate is now the first ability unlocked for Scout.
* Reduced the fade out time of speech bubbles.
* Edited Nub's dialog in the tutorial to be more compact and informative.
* Hireable characters' stats are now distributed in a way which makes sense to their class.
* Hireable characters' level range is now much more narrow (+-1 level to ship crew level).

Balance:
* Increased the amount of pushback to casting characters receive from being hit.
* Weapon effective dps brought closer together across the board. Sniper rifle and couple of other weapons' damage received a small buff.
* Reduced the amount of loot dropping from regular loot containers.

Bug fixes:
* Hit chance bonus from the start questions is now synced in multiplayer.
* Medics can now use happy pills on themselves.
* Fixed an issue which caused particle effects to get stuck if the entity was using a tool/ability when they died.
* Fly minds can be killed again.
* Possibly fixed weapon effects getting stuck in multiplayer (requires verification).
* Fixed an issue which caused multiple duplicate enemies to spawn in multiplayer when another enemy had been killed.
* Random health bars won't be visible in ship view mode anymore.
* In the case of large snow cave on the edge of the map the biome background now tiles much longer to avoid black background of death.
* Fixed one instance of slope room instatiating to a wrong place. From now on seeds and bunker layout files are shown in the log file to catch these bugs more easily.
* Fixed a bug which made inventory tabs gained from start questions to disappear.
* Weapon tooltips now show correct dps for ranged weapons. The numbers didn't take clip size and reload time into consideration before.

21.3.2016-1.4.2016

Features:
* Weapons dealing area damage have "AOE" highlighted on their tooltip. They don't show dps but damage per hit and if they tick damage multiple times number of ticks is shown.
* Added 50+ unique weapon fire sounds.
* Added two new types of random ship encouter missions: matter pumping and crystal drilling on asteroids.
* Happy pills received a new sound. =) =) =)
* Added new Cyborg elites and new enemy formations containing them.

Changes:
* Assault frame behaviour has been changed: from now on the vanguard will only charge to their next target if the target has not been attacked yet, the target is not too close for a charge and the charge has been activated by pressing the tool use button.
* Part of the threat generated to landing party members is shared as global threat to all the other landing party members within immediate vicinity.
* Lobbies hosted with an outdated game are no longer shown in the lobby list.
* Crew inventory now available while on the planet.
* Distress window buttons have swapped places.
* Disintegrate all below certain quality function added to inventory.
* Research points now shown in combat scene.
* Added Quantum Dissonance Transmutor. (it's a crafting cube)
* Grenade min drop level lowered.
* FMOD version updated, also samples are now loaded from sound banks at start up. This might fix ship band going out of sync sometimes.
* Reload times are now also shown in item tooltips.
* Fire rate bonuses are now displayed as "+1 attack every X seconds".
* Worm cyborgs now look a lot different.

Balance:
* Loot hatches can only drop one item each.
* Turrets and drones now have similar damage output when number of drones and fire rate is taken into account.
* Dodge % and hit rating gained from agility rescaled.
* Replication failure chances retuned and related techs are fixed.

Bug fixes:
* Goo statue can be broken again in multiplayer, and the visual effect no longer gets stuck.
* Drones can no longer get stuck inside a goo statue.
* Flying with a jetpack is no longer possible when stuck inside a goo statue.
* Fixed an effect related bug which made AoE weapons (such as the flamethrower) overpowered.
* Fixed bad multiplayer sync for one of the new Cyborg elites.
* Critters now have a less insane amount of health.
* Fixed a vanguard retaliate tech related bug which made the game explode.
* Drone Hive's drone control ability no longer affects the player's drones.
* Fixed an issue which caused enemies with active casted status effects to be destroyed before the status effects were removed.
* Characters now stop melee dash when the player gives them another task, which prevents endless dashing.
* Fixed a bug with some damage reflecting technologies which caused the game to lock up if the player characters had certain kind of equipment.
* Fixed most if not all friendly fire issues with the goo statue, including holograms attempting to kill player characters stuck in goo.
* Lobbies which haven't been updated recently are not shown in the lobby list, which hides zombie lobbies caused by a Steam bug.
* Frenzy no longer causes bosses or static enemies to panic.
* Fixed a potential cause for the final boss not spawning after all the gems had been placed.
* Fixed a MultiTurret related issue where crew members got stuck on invisible colliders, especially inside elevator shafts.
* Fixed a potential save corruption issue for clients when the host of a multiplayer game disconnected while on a planet.
* Goo statue can now be broken with AoE weapons.
* Bug: Can endlessly disintegrate item that has been dropped to another tab outside the tab slots.
* Fixed technolgy clusters having wrong tier settings.
* Fixed class requirements for techs not working properly if you loaded the ship management scene multiple times.
* Fixed pillars not tiling properly sometimes.
* Fixed replicating multiple items.
* Removed broken event with dead patient.

4.4.2016

Features:
* One new Cyborg elite enemy.

Changes:
* Medics will use the defibrillator automatically without a delay even if they've been given an override attack target.
* Crafting Cube can no longer be put inside itself.
* It's no longer possible to abuse items with high strength modifiers to equip other items and then unequipping the strength items.

Bug fixes:
* Fixed the AI profile for mimicking Pacifier enemies (they once again mimic the player's actions).
* Fixed a bug which caused player characters not be able to attack anymore after killing a mimicking enemy.
* Fixed MultiBot description which broke tooltips.
* Cyborg spiders can attack again and no longer cause player characters to spaz out.
* Holographic decoys can be freed from a goo statue.
* Using tactical mode for extended periods of time during a song change on the ship nolonger crashes the game (affects ambience sounds also).
* Fixed black market and market having the same items after saving and loading a game.
* Disabled skillbar buttons for offensive abilities when the character is incapacitated.
* Items behaving weirdly when putting them in and out of the crafting cube.
* Can no longer swap melee to ranged weapon if wearing an incompatible tool.
* Hand cursor not resetting after picking up env sample.
* Scroll cursor becomes stuck if it's showing when teleporting out.

5.4.2016-8.4.2016

Features:
* Bosses are now unlocked sequentally instead of being accessible from the start. Each boss has a preceding ship event which will introduce the boss and mark their location on the galaxy map.
* Added an indicator to the galaxy map which will point to the nearest boss planet if said planet is not visible on the map.
* Added an option to automatically enter tactical mode when combat starts (single player, off by default).
* Added different enemy info healthbars for different enemy qualities (regular, elite, boss, bounty target).
* 4 new sniper rifles added to the game to balance long range heavy weapon amounts against short range automatic weapon amounts.

Changes:
* If a character is incapacitated within 5 seconds of being revived, the character will die immediately instead of being incapacitated again.
* Losing your entire crew on hard difficulty now leads to a game over.
* Random encounter events can now happen while the ship is moving.
* Item upgraders and training codexes no longer require identifying.
* Clones no longer receive the template character's training points received from training codexes.
* Reorganized almost all of tech tree. Abilities now grow in power more gradually thorough the tech tree. Major techs are now more likely to be useful to all players.
* Radioactive Armorplates, Post-Trauma Wound Protection Field and Polyoxidized Jackets tech descriptions are now correct.
* Synergistic Nanobot Treatments changed to Karyorestorative Beam which allows tissue repair beams to also remove negative status effects.
* Quantum Parallel Computing now awards 0.5 fuel every time you complete alien research project, instead of gaining 10% bonus to rps when you have 10 simultaneous research projects.
* Tractor beam is now second unlockable ability of Vanguard class instead of third.
* Heal chaining technologies moved from the Tissue Repairer to the Nanobot Injector.
* Crafting Cube combine 4 equipment recipe now takes into account the quality of the items provided. There is a chance to get a higher quality item when all four items are of the same quality.
* Item info tooltip now displays the reason why you can't equip or unequip that particular item.
* Market scroll bar is no longer strangely limited in size.
* Drag-drop events are now canceled when game window loses focus.
* No longer able to sell crafting cube or its components on the marketplace.
* No longer able to disintegrate favorited items.
* Added bindable key to confirm dialog bubbles (defaults to Backspace)
* Tutorial area end chest has increased drops.
* In hard mode, tutorial now skips the part where you die and resurrect.

Bug fixes:
* Fixed incorrectly formatted quest messages which broke teleporting to planets with bounty quests.
* Tractor beam is now disengaged when the team teleports back to the ship.
* Fixed cloning lab button being usable sometimes on hard difficulty.
* All glorious bunker variations now have enemies and events.
* Polyoxidized Jackets armor reduction now works properly.
* Fixed some galaxy map icon inconsistencies.
* Tech RP costs were calculated wrong (first level costing 0 RP)
* Items with reduced quality behave as you would expect when mass disintegrating.
* Bug: can't swap inventory items between tabs if at least one of the tabs is full.
* Warning for low matter and fuel displays correctly again.
* Quest reward window properly displays the quest giver's portrait.
* Ship view camera starts out in a weird position.
* Bug: in tutorial normal mode, all crew members can die from the minefield explosion.
* Quest collectibles should no longer spawn for stealth enemies.
* Teleporting from the final boss event is no longer possible while the end dialogue is running (which prevents having to fight the boss again).

11.4.2016-15.4.2016

Features:
* New stuff for cyborg bunkers: events, NPCs and toilets.
* Three main color variations for cyborg bunkers.
* Added a new ship encounter event which gives the player a storage module among other potential rewards.
* Locked doors now have different graphics.
* Added around 10-14 research items per faction (cyborgs, pacifiers, glorious, imperium) and now every faction has their own unique research items.
* New UI for selecting tool modes. (similar to how consumables are selected)
* New crafting cube recipe: 9x Pan-Temporal Skipget (one in each slot) gives Temporal Scrambler (refund tech tree)

Changes:
* Assault frame charge preparation can now be cancelled with the quick use button.
* Dome shield activation time has been removed, and the tool now has an increased cast range.
* Added a quick use button for the Dome Shield (below the character, similar to MultiTurret/MultiBot/Bullet amp field).
* Crystal mining and matter pumping events no longer happen right after the start of a new game.
* Enemies now receive an initial threat value if the character attacking them is carrying a melee weapon. This should prevent cases where a melee character dashes to the furthest sniper (unless said sniper actually causes a lot of threat).
* Guarateed 3 different ship modules available for purchase on every market station.
* All research items now have on preset quality value. Item type now purely determines the rarity and the associated rp gains.
* Extended the collider for the checkbox in the warning message box.
* Tutorial spectrometer will not start researching until player views the research tab.
* Archive tab in the item research now displays the archive as a grid of inventory items.
* Player list has a marginally better UI.

Balance:
* Ship module prices scaled properly.
* Tundra Charger health decreased, danger cost was increased, an min level increased.
* Flamethrower and Toxigun min levels increased (shouldn't appear on really low level enemies anymore).
* Money drops now have more credits per pile.
* Quest money reward increased.
* Item prices now take actual quality of the item into account properly.
* Modifier rarity (and hence it's power) affects item price.
* Cyborg Blaster helicopter attack damage decreased, minimum spawn level increased, danger cost increased.
* Medics should now prioritize heal targets who are not being healed by someone else.
* Tutorial guys were not auto-using their tools by default.
* Primordial agent label in galaxy map goes out of bounds for the button.

Bug fixes:
* Tractor beam no longer drops certain flying enemies onto the ground.
* Fixed being able to hover UI elements through the rename crew member box.
* Fixed boss music getting stuck after boss fights.
* Fixed an issue which made Dual Strike (and potentially some other abilities) not work in tactical mode.
* Calming whisper is no longer effective if the medic using it is the only character within the enemies aggro range.
* Fixed dual melee wielding characters ignoring the range of their weapons when attacking flying enemies.
* Enemies should no longer be able to open locked doors.
* Fixed something I don't remember anymore because I got interrupted and now too much time has passed.
* Fixed ship backgrounds not instantiating properly.
* Fixed npc draw order bug when they are generated after start of the level.
* Fixed pillars sometimes going through ceilings.
* Rewrote nanobot stream tech descriptions.
* Tutorial planet can no longer be messed up by walking from one event to another out of place.
* Cloning lab still had a willpower label.
* Sometimes when dragging items from the inventory to an equipment slot, items would bug out and hover indefinitely.
* Replicator screen will replicate wrong items (refer to the UI button instead of the actual inventory item).
* Replicator screen will not take into account the actual quality of the item (for items that have negative modifiers)
* Bug: can disintegrate items that are being replicated, and the original will re-appear when replication completes.

18.4.2016

Changes
* Galaxy map market places show available services as icons
* Galaxy map has tooltip telling to double-click to move the ship around

Balance:
* Added a limit to how often very small knockback effects can occur, fixing problems with fast weapons being very overpowered.

Bug fixes:
* Fixed tutorial not loading.
* Toilet cyborgs can be targeted again.
* Possible fix for some Glorious related events which didn't complete (such as the infested company ship encounter).
* Sector based area damage effects (shotguns, toxigun) can now damage also from close range.
* Research screen item list clipping doesn't work
* Abyss hover tooltip shows the correct graphic

19.4.2016

Changes:
* Galaxy map allows double-clicking of planets to move next to them.
* Galaxy map shows useful double-click info and fuel cost to move next to a planet.

Bug fixes:
* Fixed multiplayer desync caused by boss events and the company ship event.
* Fixed some ship events not working correctly if the player had chosen to keep the infested company ship during the encounter.
* Band members are no longer afraid to play on the infested ship.
* The locker on the infested command bridge is no longer moving and speaking after the encounter event.
* Fixed infested ship having the same name as the player's ship.
* Fixed an audio related crash during ship events.
* Fixed some desynced hatches in multiplayer (they didn't always open at the same time for all players).
* Fixed one case of the bug where characters would sometimes still target an enemy who has teleported away or merged with another enemy.
* Fixed ship events which did not spawn any enemies.
* Trade window item tool tips should no longer stay behind when closing the window.
* Assault frame should not display tool mode selection UI
* Old archive label properly removed from the item research screen
* Galaxy map no longer shows overlapping tooltips
* Calming whispers will now make enemies who are currently attacking the medic drop their aggro as it should.
* Fixed hire crew cost labels showing the wrong colour about whether the player can afford to hire the character or not.
* Fixed environment samples with wrong outlines.

20.4.2016

Changes:
* Improved graphics of the path indicator arrow on galaxy map.
* Stats hover tooltip also displays on top of the value of the stat in the training screen.
* Minimap now displays the locations of environment samples, provided you have visited the room they're in.
* If the player's ship is off-screen in the galaxy map, displays an indicator icon. Clicking the icon centers the map on the player's ship.

Bug fixes:
* Fixed consumables sometimes disappearing when dragging them around the inventory
* Fixed an RNG related issue which caused multiplayer desync in some events (such as the fuel/matter events).
* Prevented cases where a client would have been able to move their crew during a cutscene which disables controls.
* Fixed bounty targets not spawning to some of the new bunker types.
* Made sure a bounty target always spawns to a map even if no valid rooms could be found (for example when the map doesn't have any bunkers at all).
* Restricted places where bounty targets can spawn (they should no longer spawn to locked rooms for instance).
* Fixed characters sometimes going through walls and improved fallback plan for when they still try to do it.
* Fixed one incarnation of pillar tiling issue.
* Fixed disconnected rooms in one bunker layout.
* Fixed incorrect tech assigned to marine tier 4 major tech.
* Conversation options in multiplayer should now always prefer the host's selection in case of a draw.
* Enemies inside hatches can no longer be damaged so AoE weapons and abilities should not aggro them too early.
* QDT or its parts can no longer be traded.

21.4.2016

Changes:
* Tweaked numbers on how melee characters choose their next targets based on the threat table.

Balance:
* Danger level of Tundra Chargers increased even further.
* Consumables have static (and low) prices regardless of crew level.
* Lowered cost of ship turrets.

Bug fixes:
* Fixed galaxy map desync in multiplayer.
* Fixed an issue where the player list did not always appear on the screen.
* Fixed cases where the quest icons on the galaxy map were not always synced properly in multiplayer.
* Renaming a cloned crew member now hides the clone generation from the name.
* Fixed a bug which caused turrets to get stuck if they were spawned onto a moving elevator platform.
* Fixed an issue where enemies who at some point were not targetable and/or were invincible could not be targeted again by multiplayer clients after the invincibility was disabled.
* Using a Training Codex on a crew member now updates the available training point amount like it should without changing to another crew member first.
* Tutorial would get stuck with medic's auto-heal
* Temporal Scrambler uses the right fuel in multiplayer (instead of always using the host's fuel).

22.4.2016

Changes:
* You can now disintegrate crew members (as opposed to "dismissing" them which yielded no matter for the crewmate or their gear)
* Inventory space is now affected by ship modules. If you remove a module that grants space, inventory containers can become over-burdened, preventing the ship from moving before the items have been cleared from that container.

Bug fixes:
* Fixed a bug which caused the host to teleport to the most recently selected planet instead of the ship when the stranger event about Entrophy became available.
* Fixed an issue which caused gems to drop to wrong player in multiplayer (they should always drop to the host only).
* In a multiplayer game it is no longer possible to stay in the marker or ship yard screen if the host changes the currently selected map target.

25.4.2016-6.5.2016

Features:
* Sir Mr. President of the Imperium has joined the game (a new game may be required for the president to spawn).
* Added particle effect for QDT activation.
* All effects to gameplay from (currently implemented) shipmodules have been activated.
* 15 new ship types added to the game. All have different icons and descriptions and they activate on different minimum levels on the markets.
* New indicators for when a crew member has unspent training points and when there are new unidentified items available.
* Indicator for when the ship is overburdened (too many crew members or items).
* Rolling End Credits (may not work correctly in multiplayer).
* New effects for pan-temporal skipgets, spider mine explosion, mine explosion and mortar explosion.

Changes:
* All character classes can now use the stimpack injectors (not just marines).
* The yellow gem is no longer received automatically, but it is dropped by the President.
* Mission reward chests are now saved to the map target, which makes it possible to claim the rewards later (note: reward chests only stay available for the duration of the session in multiplayer).
* Boss events are now missions with selectable rewards after completion.
* Removed some restrictions from the assault frame (it is now possible to charge to any target as long as the target is not within melee range).
* Bigger hatches can now spawn elite enemies.
* Characters now always target the chest of enemies (height / 2) with ranged weapons (energy, bullet, projectiles, aoe weapons).
* Bosses now spawn as far as possible from player starting location and they should always have enough room for a good fight.
* Quest pickups are now more visible even if they are behind objects.
* Zombie skull and warp capasitor have new icons.
* Mutagenic growth has a better visual indicator (tumors starting to grow on afflicted character)
* No longer possible to disintegrate your last crew member.
* Caution box UI revised to make more room for activities.
* Clicking the boss indicator in galaxy map will now center the view on the boss planet.
* Living quarters ship modules now affect crew maximum capacity.
* When replacing storage room that would cause overburden, show UI message to warn that ship can't move until you clear the extra space.
* Main menu button now asks for a confirmation.
* Tutorial zombies have much less HP.
* Distress timeout is 2x shorter.
* Various tutorial text tweaks.
* Mission reward window now has tooltips with more info about each reward.
* Tutorial container gives more high quality loot.
* Tech tree unavailable tech clusters are now grey instead of dimly colored.
* Quest reward arrow pointer has new graphic, no longer scales down by distance.
* MultiBot and MultiTurret can now change mode during combat.
* Pressing esc or space will stop the player ship movement to the next grid point.
* Certain items have been restricted for selling on the market, disintegrating or trading with other players.
* Better visual cues for selecting a crew and host for multiplayer.
* Text message to clients for when host selects a new map target (planet, market station..).
* Show error message when trying to use an ability on cooldown or unavailable.
* Added option for autorun when outside of combat (default is off).
* There is now a class limit on the landing party (up to 3 of each class).
* Added some better visual effects to the ship builder.
* Some tweaks to combat skill bar UI graphics.

Balance:
* Colossus jump duration increased, mortar flight time increased, damage increased, shield activates as the phase two, cannon behaviour changed.
* Added tumor fly spawning ability for Bulbous Prostrusion and decreased his health. Bulbous also now has a better looking attack animation.

Bug fixes:
* Various smaller fixes to quest reward chests (such as not spawning while someone is in combat).
* Faceless mutators no longer get stuck under doors.
* Fixed various destroyable prop related bugs (things not always exploding when they should, melee characters getting stuck, not able to fire projectiles at props).
* Fixed some bosses dealing infinite damage.
* Enemies no longer receive weapons with modifiers.
* Fixed an issue where no valid boss locations could be found if the game had been going on uninterruptedly since it was started (no save loading).
* Enemies and bosses which block frontal damage (such as COLOSSUS) no longer take damage from abilities, if the damage comes from the front.
* Fixed event dialogue getting stuck if the landing party leader was dead.
* Dome shield can no longer be spawned into the air.
* Tools which require a target can no longer be used through a closed door.
* Fixed non-deterministic behaviour in locked chest room events after the event had been completed.
* Fixed some weird character behaviour when they got stuck inside a huge route blocker (such as a boss).
* Fixed a bug where the assault frame did not charge to an enemy when the target was given out of combat.
* Fixed cases where enemies inside hatches could be aggroed too soon (such as when using AoE weapons).
* Events should no longer spawn pacifist cyborgs in front of toilets.
* Fixed a few cases where the vanguard was able to use the assault frame when they shouldn't have.
* Assault frame should no longer try to charge through a boss when it's clearly impossible.
* Draggable windows (chat window, trade window, player panel, qdt) offset while dragging fixed.
* Fixed explosion and projectile collisions. They should now behave correctly even with large enemies (like bosses).
* Fixed assassinate and overload shot draw order issues and targetting on large enemies (like bosses).
* Fixed enemies flying through doors sometimes.
* Players can no longer teleport out in multiplayer if someone is still deciding whether to take command of the infested company ship during the encounter.
* Player ship no longer sometimes gets a strange route when moving around planets and may even become stuck.
* Fixed hire button not working unless you are comparing to a crew member.
* QDT tooltip can no longer become stuck.
* Fixed shipyard UI having overlapping and stretched icons.
* Fixed leaving the market station with hire crew tab open.
* Hireable crew members and startup crew can no longer have equipment that is invalid (ranged tool, melee weapon etc.)
* Items stored in the QDT are no longer lost when exiting the game.
* Fixed quitting to main menu from combat while tactical mode is on breaking the game.
* Player tab and chat window now overlap correctly.
* Click feedback arrows (green and red) will now play animation even if tactical mode is enabled.
* Air strike consumable now has correct info in the description.
* Completing a trade when one player's inventory can't handle the trade result, will now correctly cancel the trade with an error message.

9.5.2016-10.5.2016

Changes:
* Better error messages when trying to join a multiplayer game which uses an outdated game version.
* Multiplayer games can now be password protected.
* Added mines and temple areas (work in progress), currently using cyborg events.
* Highlight ship builder if you have at least one ship module and empty rooms on your ship and you're docked at a shipyard.
* Display error message when trying to add to the landing party a member that would put the total matter cost over the available resources.
* Trade window 'ready' button is now properly sized.
* Chat window will now fade to the background after submitting a message.
* QDT now has a small delay to transformation to accommodate the particle effect.
* Combat -> main menu transition now displays a confirmation prompt.
* Decreased vacuum bot power.

Bug fixes:
* Fixed health link hose not getting destroyed sometimes when the linked entities die.
* Ability effects for the new Cyborg elites no longer get stuck on death.
* Fixed goo statue getting desynced in multiplayer (the effect was sometimes removed from the entity even though it was still active).
* Goo statue no longer lets the crew member get hurt from friendly fire.
* Character abilities are no longer listed in the wrong order in crew manager.
* Multiplayer related options can now be changed while in the ship UI or combat.
* Fixed projectiles knocking back enemies to wrong direction.
* Fixed inside area selection code.
* Projectiles no longer hit entity floor colliders nor friendly entities.
* Added trigger colliders to enemies who didn't have them yet (needed for explosion and projectile collisions).
* Bullets and projectiles spawn point Z-position fixed for all guns.
* When replicating items, sellable, tradeable etc. flags are no longer set incorrectly.
* You can now clone or revive dead crew from cloning lab while having 5/5 crew hired.
* When selected character dies, selection is now moved to another alive crew member.
* Dragging crew members on dead crew member in crew frames now works.
* Metagame options video settings now work properly.
* Fixed incorrect description for Drone Swarm and Air Strike.
* Fixed vacuum bot updating it's sucktion twice.

11.5.2016-3.6.2016

Features:
* Over 90 unique layouts for mines.
* Mines now spawn with a mountain background.
* Each time you speak with stranger to get a new main story quest there's now proper story dialogue written.
* From now on gems will be called Primordial Essences.
* Updated quest objectives, galaxy map event descriptions, some of the dialogues with bosses and mission reward window texts to reflect the actual story.
* New system for color swapping enemies (channel mixer for character shader). Currently used for minibosses/champions in addition to scaling their size.
* President now has two minions: Radical Randy and Sleeping Sammy. Fight is now more complex. There will be improvements in the next build.

Changes:
* Items can be now picked up by clicking the loot item on the ground.
* A new visual effect for the Automatic Reloader.
* Enemies which are spawned as a result of an ability (for example by a boss) no longer reward experience.
* Moving a character who is being healed will cancel the heal cast.
* New beam effect for hacking.
* Rapid Fire ability can now be accessed from the panic button system.
* Turrets fire at the parent's target (except for anti-air turret which always prefers flying targets).
* Resurrected characters are now teleported to a safe room instead of the leader's room. If no safe room can be found, an error message is displayed.
* Resurrecting a character on a planet now displays a hologram where the character is about to be teleported.
* Missions from the strange alien now have a different reward bot.
* Added shimmer effect for return to ship button.
* Added new icons for quest drop items.
* Added a small tweener when adding stat points to a character.
* Metagame UI layout tweaked.
* New graphics for combat inventory panel.
* Added a "resurrect all" button to the cloning lab.
* Return to ship button now glows if all crew members are dead.
* Added option to disable blood and gore graphics, which can improve performance.
* Ship modules are now refunded when changing to a new ship.
* In multiplayer, host now has a ready state when beaming to a planet like everyone else.
* Added UI to always display player avatars with a ready-to-transport indicator in metagame.
* Made planet quest icons more noticeable, added location indicators for when a quest planet is off-screen on the galaxy map.
* Some tutorial parts that require the player to transport back to the ship, should now make the teleport button glow.
* In multiplayer, added small companion ship icons next to the host's ship on the galaxy map.
* Ship invasion events now have a miniboss champion that drops better than average loot.
* Added UI click sounds to various places in the ingame UI.
* Vacuum bot physics changed: traps flying units close to it, speeds up enemies on the ground when moving towards it, slows down when walking away from it.
* Bulbous is now also able to summon tumor flies. Fly and tumor count is dependent on character count.
* Bulbous melee ability is now small aoe effect with a more powerful animation.
* Alarm drones replaced witn carrier drones in Drone Hive boss fight.
* Increased amount of max drones gradually through fight, also scales with character count.
* Added exhaustion spot for Drone Hive bottom for melee characters to bash.
* Teslas have one vulnerable spot activating randomly (tesla needs to be destroyed first)
* Teslas now have electricity beam which chains depending on character count.
* Shield drones now actually have shields.
* Small amount of delay added to first attack of Blistering Hydroid to give player time to get between it's heads.
* Hydra can be killed by killing any head 7 times.
* Disabled the ability to combat teleport during Blistering Hydroid fight.
* Made improvements on character target choosing on blistering hydroid fight and also made it easier for player to target things on the fight.

Balance:
* Hacking range has been increased when hacking entities (such as turrets and drones) instead of objects.
* Lowered health of hydra heads, increased health of eggs, decreased health of parasites.
* Entropy's abilities scaled properly. Is now too difficult and annoying, will be improved in next build.
* Adjusted hp multiplier values for different crew member counts.
* Adjusted hp of some glorious enemies.
* Decreased Colossus stomp damage.

Optimization:
* Optimized the planet effect in main menu, which should help playing the game on lower end CPUs.
* Added object pooling for bullets and some effects in combat.
* Setting up corpse dissolve effects has been distributed to multiple frames and capped the cpu time consumption to 3ms per frame.

Bug fixes:
* Fixed a Steam related issue which made the host's game unjoinable if they had lost connection during a multiplayer game.
* Host can no longer teleport to a planet or visit the ship while someone is joining the session.
* Fixed explosions in multiplayer.
* Fixed a room visibility issue in multiplayer which caused enemies not to appear in some ship invasion events.
* Landing party selection screen no longer shows hire costs for other players' characters.
* End credits now work in multiplayer as well.
* Some changes to entity sync in multiplayer which should fix walking animations getting stuck and characters targeting a dead enemy on slow and unreliable connections.
* Teleport button now highlights after the first conversation with the company bot on the abyss planetoid has finished.
* Fixed clients getting too many training points from a level up in multiplayer.
* Fixed multiplayer colour indicator being shown in the crew screen.
* Fixed a multiplayer issue where a character did now always move to a control or pick up a mission item right after teleporting in unless given an order to move first.
* Fixed dome shield and microwave shield effects in multiplayer.
* Locked room minimap markers are now visible for everyone in multiplayer.
* The host's matter for teleporting is no longer consumed until all players have reported ready for teleport.
* Players shoud no longer be able to click objects which are outside of map boundaries.
* Loot which drops on an elevator platform now moves with the platform.
* Dome and microwave shield visual effects also follow the platform.
* Characters will no longer attack a target who has been tranqualized unless given a direct order to do so or no other valid targets are around.
* Fixed issues with the engineer's jetpack and huge enemies blocking the path.
* Combat teleporter can no longer be used to teleport behind a bosses back.
* Fixed an issue with the Second Wind ability which made reviving an incapacitated character fail.
* Panic buttons for offensive abilities are no longer displayed for old targets.
* Frenzy no longer fears bosses or mechanical targets.
* Fixed pathfinding issues which were caused by the entity being knocked into the air.
* Inspiring Medical Research is now properly synced in multiplayer.
* A lot of fixes and changes to how abilities work in multiplayer, which should fix issues like ability going to cooldown without actually activating.
* Assassinate ability now works with melee weapons.
* Invite button can no longer be used while on a planet.
* Fixed duplicate goo statue effect in multiplayer which resulted in characters sometimes getting stuck inside a statue effect.
* Fixed a floor collider related issue which sometimes caused entities to get stuck on invisible objects. This also fixes some weird red messages.
* Improved melee character initial target selection in scenarios where the room contained enemies which could not be attacked at first or were in air.
* Fixed an issue where Bulbous' sucking effect got stuck if the boss died during the suction.
* Fixed ship builder not loading for clients in multiplayer.
* Fixed an issue which caused some of the crew members to disappear from the landing party when saving the game to a planet if the player had low matter.
* Research / crew inventory switching in combat now works.
* Replicator screen inventory is no longer invisible.
* Fixed MultiTurret tool mode selector.
* Fixed bug where combat inventory panel disintegrate cursor sometimes disappears.
* Fixed combat inventory panel disintegrate not showing a particle effect.
* Fixed phaser sound popping (the sound is used by multiple guns and turrets)
* Invasion event party selection UI no longer shows galaxy map border.
* Items with negative modifiers are no longer incorrectly added to the item research screen as unidentified items.
* Fixed bug where if hovering research item that completes, hover tooltip is not closed.
* Shipyard shop should no longer have wrongly colored price labels.
* Fixed bug where clicking on a location indicator on the galaxy map, would display the wrong position if zoomed in.
* Tutorial reward item should no longer be teleported to a wrong position after being spawned.
* Fixed bug where battle music would not fade in or out while in tactical (pause) mode.
* Fixed damage area effect rotation for some weapons like flamethrower turrets.
* Anti-air turret is now able to actually attack and the damage is scaled properly for air and ground targets.
* Fixed UI elements having unacceptable offset when using over 100% desktop scaling (the windows option)
* Fixed a bug on happy pills using bullet pooler spamming particle effects.
* Fixed graphical issues when spawning certain wall elements in bunkers (for example "T" and corner pieces)

6.6.2016

Changes:
* New start dialogue for president boss fight.
* New shouts for president during the boss fight.

Bug fixes:
* Fixed hostile ship encounters not loading.
* Characters should no longer try to constantly run through a wall when moving in formation if the path is blocked by a door, nor can the leader be ordered to walk against a closed door.
* Colossus rockets should no longer explode prematurely.

7.6.2016-10.6.2016

Features:
* New cyborg bunker ground props and stuff.

Changes:
* Added UI to better display landing party composition
* Final boss fight has been revamped (may require further balancing).

Bug fixes:
* Fixed a bug which caused ship encounters to happen too frequently especially when travelling over long distances.
* QDT combine 4 recipe should no longer yield low quality items with negative modifiers.
* Same loot should no longer spawn from containers in the same room.
* Fixed issues with removing props around some interactive items and pathfinding not being updated.
* Item tags should no longer stop working after picking up a bunch of money from the ground, or when walking over money and clicking on it at the same time.
* All minibosses in ship invasion events should now teleport in with the rest of the enemies.
* Fixed bug where you could not use the QDT with no crew members selected.
* Fixed item tooltip sometimes becoming stuck when using QDT.
* Grenades no longer explode right away when shot.
* When changing to a new ship, should now properly refund all ship modules.
* Projectile trails should no longer be all over the place in multiplayer.
* Displaying items via chat link should now properly show the unidentified status of the item.
* In multiplayer, doing the QDT event no longer gives you a piece if you have it, or have the cube.
* Fixed an occurance of a multiplayer bug which caused horror background flickering and disappearing enemies.
* Fixed moonwalking mounts.

13.6.2016-17.6.2016

Features:
* Multiplayer dialogue mode can be changed from the options (host decides, vote, vote ignoring slow players). Defaults to the last method.
* Baydar, final boss and company bot have now proper dialogs in the last scene.
* New atmosperic loops for mutant forest, succulent forest and ruined city biomes and also for mines, temples and mutant bunkers.
* New opening & closing sounds for doors and elevator sounds for mines, temples and mutant bunkers.
* New sounds for unimag turbo, hyper wound gel, spider trap, airstrike, stimpaks and training dummy.

Balance:
* Spraycaster range decreased, fire rate decreased, clip size decreased and damage slightly increased.

Changes:
* Added an indicator on the ground where COLOSSUS will land after a jump.
* Multiplayer dialogue vote time has been decreased to 10 seconds.
* Text bubbles will begin filling from the top to make reading easier while text is still appearing.
* Metagame music has a 30s silence in between.
* Changes to combat music fade-in and fade-out speeds.
* Adjustments to final boss (adds flying higher etc).
* Dynamic music layers volume dynamics adjusted. Music will be affected by action in the game more gradually and take into account enemy danger levels.
* General graphics improvements for ship management UI.
* Atmosperic loops now start from a random position when entering a different zone. Some sounds also have random volume fluctuations.

Optimization:
* Experimental changes to netcode which should help clients experiencing packet loss.
* Maximum frequency for bullet, empty shell, blood, hit sparkle and weapon muzzle effects put in place. Improves perfomance in busy fights.

Bug fixes:
* Fixed a collider issue with Baydar on the abyss which caused crew members to get stuck before the final boss fight.
* Fixed an AI bug which made medics heal drones.
* Fixed invisible spit effect for the Dune Crawler.
* Placing the Primordial Essence on the pillars is now properly synced in multiplayer.
* Hydra heads should no longer drop loot on death.
* Fixed Hydra heads not taking damage from explosions.
* Fixed item duplication when trading equipped items.
* Fixed a case of desync in the abyss event when the host was behind other players in the storyline.
* Hopefully fixed a multiplayer issue which caused elevator doors to stay closed for really laggy clients.
* Zooming and panning work properly for the combat minimap.
* Fixed modifiers using wrong quality for the item resulting in different scaling in tooltips and on actual item.
* Fixed dissolve effect setup getting stuck resulting in corpses not fading away after you load a game couple of times.
* Fixed sounds not panning properly in most situations.
* Fixed atmosperic loops sometimes not stopping when exiting to mainmenu.
* Fixed atmosperic loops sometimes not playing when visiting a second planet.
* Fixed galaxymap events being offset.

20.6.2016-21.6.2016

Features:
* Added various miscellaneous sounds and improved sfx volume balance.

Balance:
* Decreased Dune Crawler's health.

Changes:
* When connecting to a multiplayer lobby the game will now attempt to reconnect automatically up to 3 times in case of a failure.
* Various UI improvements in ship management screen.
* Initial threat generated by enemies is calculated based on their danger cost instead of health.

Bug fixes:
* Fixed the infested company ship event.
* Fixed a case where enemies spawned by other enemies were not always registered as a threat.
* Fixed spit projectiles being invisible for some of the Glorious enemies.
* Fixed an AI bug which made medics continuously stop walking characters for healing.
* On the galaxy map you can no longer double click to move while a caution box is active.
* Added validation code to make sure no prop formation prevents moving from one side of the room to another.
* Enemies are now moved to a valid position if their spawn position is inside a prop or blocked by a formation of props.

22.6.2016-8.7.2016

Balance:
* Medic tools Nanobot Injector, M-Phase Booster and Tissue Repairer decrease overall medic damage by 75%.
* Cooldowns and healing power for Nanobot Injector, M-Phase Booster and Tissue Repairer have been decreased making healers a lot more busy healing.

Changes:
* Hover graphics for the player list to inform players about right click actions.
* Added a separate tab to options for multiplayer related settings.
* Network stats can now be toggled on and off from the options (defaults to off).
* Random encounters always happen on the host's ship in multiplayer.
* Added an error message for the defibrillator when the target can no longer be revived at all.
* Assault drones will teleport to their owner when off combat in case they're left behind and their path is being blocked by a door.
* Dead characters are no longer moved to the back of the formation in combat.
* Save files for NG+ and further playthroughs will now display the playthrough in the load game menu.
* Added verification of core data files to multiplayer to make sure every player in the lobby is using the same and unmodified version of the game.
* Added a warning message if an elevator can't start moving due to characters being under the elevator doors, and made the safety checks better.
* Slightly increased the attack range for enemies who are standing ground.
* Glorious tumors can now attach to walls.
* UGDG counts as special weapon (matters for some techs).
* "Vibrating alien organ" and "exotic alien holodevice" have been renamed.
* Character info panel in crew screen now shows melee damage when melee weapon (or no weapon) is equipped instead of ranged damage.
* Damage numbers display format has changed to be less spammy; all the damage to one target within one second is combined in one label. Orange (special formatting) numbers show biggest hits your characters have made within 10s. Red numbers indicate damage done to your crew members.
* There are no more limits on the landing party composition.
* The maximum number of characters in the landing party is now 8 for both single player and multiplayer.
* There is a new UI showing how many characters each player has added to the landing party.
* There are new landing party composition tips shown (for example "no healers").
* There is now a short delay before a new tab opens when dragging inventory items over inventory tabs.
* Happy pills now has a proc effect and a combat text specifying the healing.
* Market and shipyard buttons are now correctly updated depending on the selected map target.
* Multibot and Multiturret have had their tooltips updated.
* Item tags are now always drawn on top of character health bars.
* Chat window is now useable when waiting for a mission to start.
* Camera shake now has an intensity slider in options; set to 0% to turn off.
* Music and sound sliders now have a percentage label.
* Hover tooltip in galaxy map no longer overlaps the cursor position.
* Players can no longer exploit some technologies to replicate or disintegrate matter or fuel items.
* Improved grenade throwing in tight spaces.

Bug fixes:
* Fixed an AI issue where a patrolling enemy wanted to walk to an unwalkable position, causing the enemy to appear stuck.
* Fixed an occurance of weird shadow clipping in stair rooms.
* Fixed a shipyard UI issue where the ships sometimes appeared twice after the selection was refreshed.
* Fixed an issue with certain ship layouts which caused some of the rooms to overlap.
* Fixed various ship NPC related AI bugs in ship view mode.
* Jetpack engineers can now use the main ship's elevators.
* Fixed a bug with flying entities which caused them to fall behind when on a moving elevator platform. This should make drone behaviour in elevators better.
* Fixed a bug where some of the Entropy's mask abilities were never triggered.
* Fixed pacifist Barknids.
* Entities (such as drones, holograms) spawned by player characters are removed from the game when the player disconnects.
* Chatbox and player list can now be closed when they're in front of the trade window.
* Trade window no longer shows a random amount of money if the amount is erased and the input box loses focus.
* Fixed a weird graphics glitch when dragging items into the trade window.
* Player list button is now removed when the player disconnects from a multiplayer game.
* All combat UI elements are now properly disabled in screenshot mode.
* Fixed a potential cause for major desync when selecting landing party members.
* Adding crew members to the landing party for a ship event no longer complains about insufficient matter.
* Engineers will fully deploy MultiBots and MultiTurrets even if they enter combat while using the tool.
* Rapid fire firing effect is now visible for multiplayer clients with slower weapons.
* Fixed a multiplayer issue which sometimes caused the distress Kent event to become desynced for players.
* Fixed a potential resource exploit in the distress Kent event.
* Vacuum bot no longer affects bosses.
* Pioneer is now a two-handed weapon as it should be.
* Engineers with jetpacks will now hold position when ordered to.
* Jetpack engineers no longer forget how to fly when they are resurrected after death.
* Environment sample pickup effect is now synced in multiplayer.
* Fixed a bug which caused health bars to be visible after death which was caused by the entity's max health increasing during their downed state.
* Fixed attack animations not showing for marine's secondary weapon if the weapon had a high firerate.
* Training donkey hit animation and experience reward is now synced in multiplayer.
* Imperium battle mech only spawns Imperium pilots from now on.
* Fixed a multiplayer issue where the client's landing party was using a wrong formation sometimes, and in rare cases caused some of the characters not to move right after teleporting to a planet.
* Fixed a formation AI bug which made characters stop too early if given a new target to move to while already moving somewhere else.
* Upside down characters should now flip themselves on their feet.
* Fixed an issue where merged tumors were not removed from the threat list which sometimes may have caused melee characters to run to incorrect positions.
* Baydar no longer spawns on the player's ship after beating the final boss.
* Fixed thrones not spawning correctly on other side of president boss room.
* Fixed various character glitches in dialgoue texts ("[" characters in wrong places for example).
* Marine's ability tab should now update all the abilities correctly.
* Clicking on a dead crew member no longer messes up the selected character.
* Game no longer crashes when buying stackable items from market.
* Chat window and player list no longer have draw order issues.
* Sell all button's confirmation dialog should no longer cause the item info tooltip to change size.
* Crew portraits no longer bug out when a player disconnects during a mission.
* Cloning with random equipment tech should work as intended again.
* Grenades should no longer explode randomly when throwing.
* Status effect tooltips should no longer wobble.
* Tool use mode is now properly saved between play sessions and in multiplayer.
* Fixed non-moving enemies trying to float when affected by anti-gravity effects causing fps lag spikes.
* Doors leading out of boss fights can no longer be destroyed.
* Fixed loot donkey, space pirates and various other characters falling through floor and start warping.

11.7.2016-15.7.2016

Balance:
* Increased the rotation speed of turrets considerably.
* Increased flamethrower rotation speed even more and increased the attack speed while keeping the damage output same.

Changes:
* All players must open the reward container in multiplayer before teleporting back to the ship is possible.
* If the player orders a downed character to move, they'll say something to indicate that they can't comply.
* Removed some of the darker colours from the multiplayer team colour picker.
* Crits are now considered also as hits (this will mostly be apparent in upcoming onCrit and onHit modifiers).
* Default settings for damage and healing number now set to enabled.
* Display message when joining multiplayer if there are no free slots in the landing party.
* No longer displaying chat item links for black market items with the item's real quality.
* QDT now contains some "recipes" when first being found (not applicable to existing cubes)
* Display a red notifier if there are crew members to resurrect in cloning lab.
* Chat window starting size and position adjusted to not overlap other UI elements in combat scene.
* Clicking outside active chat window with no text entered will hide the chat window.
* Microwave shield now follows the vanguard.
* Changed dialogue vote timer to be more prominent.

Bug fixes:
* Fixed an issue where Baydar disappeared from the ship after completing any storyline event.
* Fixed turrets not appearing to fire for clients.
* Special weapons (such as shotguns and flame throwers) now deal damage to destroyable props.
* Flying engineers have now learned how to attack destroyable props.
* Fixed a case which sometimes may have caused turrets to have weird rotations in multiplayer.
* Multiplayer crew level is refreshed when a character is cloned. The level is now called 'power level'.
* Fixed an issue where using certain invalid file name characters in crew names would make the save file not save at all.
* Fixed the crew name input falling back to a random name when an invalid name was entered.
* Market screen hover tooltips are no longer missing.
* Can now pick up stackable items with existing stacks even if there are no free slots in inventory.
* Galaxy map hover tooltip should no longer have a "wandering" offset.
* Galaxy map zooming only happens when galaxy map is visible.
* Identified items in the research inventory should now be properly saved between games and when visiting locations.
* Fixed progress desync in collect item drop missions. This should also fix cases of galaxy map mission status desync.
* Fixed player list not updating in multiplayer.
* Bullet amp field can be packed even if the scout is standing in an unsafe position or under a door.
* Fixed an issue where Baydar was active on the abyss planetoid before the final boss event had become active.
* Fixed overlapping main menu windows if the player accepted an invite or joined a multiplayer game through Steam overlay.

18.7.2016-19.8.2016

Features:
* Added a system which lets players choose their own special event rewards in multiplayer. This is now used for the infested company ship encounter.
* New weapon type: chain weapons.
* Added new boss sounds.
* New cyborg elite sounds and other misc sounds.
* Over 100 new item modifier types (previously had ~25 types) creating a total number of 350+ modifiers, including new secondary stat improvements (such as damage specific absorbs), proc effects, on equip, on reload, on heal, on kill, on death, on hit/crit, on health change effects and different immunities and much more. This was done to bring in more variety to items and to be able to give different set of modifiers to different item types. This allowed us to differentiate light armors from heavy armors and give specific set of modifiers to helmets, giving them more meaning than just being a worse kind of armor. Tools also now have chance to be generated with modifiers beneficial to the class the tool assigns. New modifiers gradually unlock thorough levels to not overwhelm new players with choices which impact they do not fully understand in the beginning. Balance for new modifiers is obviously the first iteration and not the final state.
* Items now have a set of inherent modifiers on them. Meaning some of the items have modifiers on them by default. For example most hammers always stun, Coolmors occassionally remove fire debuffs, Heart Rebooters bring downed characters back up etc. These inherent modifiers are indicated by a different color in the item hover tooltip window.

Changes:
* Restricted the number of save files to 50 due to UI and cloud limitations.
* Added pages to the multiplayer game list when more lobbies are available than the UI can display at once.
* Added more filtering options to the multiplayer game list.
* Multiplayer lobby info now shows when the host is playing NG+ or further playthroughs.
* Start game questions now come after playing the tutorial.
* Various graphical and mechanical fixes to the Glorious and Trychfilian factions.
* Removed some uninteresting Trychfilian enemies and critters.
* Goo statue can now be broken after it has snared the character.
* Crew member text bubbles in the tutorial can now be clicked to skip through.
* Oxidative stress redirection effect has a 1.5s internal cooldown.
* Trying to move the ship while it's overburdened will now give more info about the limits.
* Status effect icons system has been revamped: icons should display correctly and consistently in all cases now. They shouldn't change places so much anymore and are therefore easier to read.
* Fixed issues with some tooltips not refreshing correctly without moving the mouse.
* Market selected item and hovered item colors are now more distinct.
* Training point increased stats are now showing when assigning points.
* Scout stealth detection field range increased from 1.25 to 2.5.
* Intelligence now also increases drone and turret damage.
* Uncommon and exceptional item colors now have slightly better contrast making them easier to differentiate.
* Mission Difficulty setting now affects item quality and not item drop chance. Also the items generated aren't anymore tied to killed enemy level. It's randomized between lowest and highest character level in the landing party.

Balance:
* Heavy armor made heavier so you'd need to invest in a little bit of str to be able to equip them.
* Modifiers now affect item price, replication failure chance and replication cost, making it more expensive equipping the whole crew with powerful items.
* Ship turret damage for all three turret options (laser, minigun, missile) increased.
* Increased ship turret costs.
* Rapid Fire damage bonus decreased from 150% to 50%.
* Vanguard tractor beam cooldown time reduced to 20s from 30s.

Misc:
* Removed all old and no longer supported save files from the Steam cloud due to storage limitations.

Bug fixes:
* Fixed a goo statue related issue where sometimes the goo effect disappeared when the character was already affected by solidifying goo (this may have also caused characters to get stuck).
* Fixed a multiplayer list bug where joining a game through Steam overlay or an invite caused an old save to be selected, making the join button not work.
* Fixed a similar save highlight issue from the load game menu.
* Fixed an issue where switching between cloud and local saves broke the multiplayer crew list if one had more saves than the other.
* Infested company ship now has stands for collected gems like regular ships.
* Fixed draw order issues with the locker on the infested company ship.
* Fixed galaxy map being clickable through the UI blocker.
* New panic bar buttons are now always added to the top of the list to avoid button shuffling when new abilities become available.
* Fixed stats for hireable character with certain kind of equipment displaying decimal numbers.
* If the entire crew dies before the player is able to select their mission rewards, the reward bot will stay on the planet for the next visit.
* Fixed a threat related issue where melee enemies initially always targeted turrets and drones instead of player characters.
* Fixed death animations for some flying enemies (Wax spitter, Pacifier elite drones).
* Fixed hook chains rotating while the game is paused.
* Special weapons which deal damage inside a rectangle shaped area (such as UGDG-1200) can now be fired upwards.
* Fixed a network lag related issue which sometimes may have caused the game to get stuck when loading a save directly into combat.
* Fixed an issue with resurrected animated enemies having the wrong animations.
* Stop all tasks button can no longer be used to stop the entity from panicking.
* Fixed an issue where dialogue got stuck if the landing party leader died before or during it.
* Grenades no longer sometimes get targeted too high up.
* Fixed problems selecting an unlocked turret mode and being unbale to place it.
* Galaxy map no longer auto-centers all the time in multiplayer.
* No longer able to get stuck in tutorial by teleporting away while conversation is taking place.
* Credits label in metagame should no longer become stuck displaying red color after spending money.
* Sorting items in the crew screen now works consistently for all the sorting options.
* Torpoid launcher no longer shoots nothing.
* Boss loot drops will no longer decrease in quality on lower crew levels. Loot drops now make more sense qualitywise. Bosses won't drop consumables.

22.8.2016-24.8.2016

Features:
* Added missing enemy sounds.
* Melee swoosh sounds when characters swing basic melee weapons.

Changes:
* Area damage weapons such as UGDG-1200 or flametrower won't roll reload on kill modifiers anymore.
* Can now click galaxy map to stop ship movement. Also displays a helpful label saying this.
* Downed (but not yet dead) crew members now display a timer before dying.
* Local player's characters in multiplayer have a bigger team indicator graphic to make them better stand out in a crowd.
* Added a variation border to the health bars of elite enemies.

Balance:
* Reload on kill modifier trigger chance down to 20% from 100%.

Bug Fixes:
* Kill minor entities modifier no longer kills player characters.
* Fixed several cases of status effects causing characters to get stuck when they were removed before expiring (character death, frenzy, bioscanner).
* Fixed a sync issue which was caused by someone having an identity crisis and thinking they were a turret.
* Simulacrums now take explosion damage.
* Fixed being able to force characters through doors usign certain formations when affected by FPS lag.
* Loot Donkey teleport casting sound now properly also pushes back when the cast is pushed back by damage.
* Fixed spawn room selection for mission reward chest which sometimes caused the chest to spawn far, far away.
* Players can now teleport back to the ship in multiplayer if someone is unable to select mission rewards due to their characters being dead.
* Item hover tooltip now correctly shows all inherent special modifiers.
* Spiders and tumors spawned by modifiers now correctly generate initial threat. They no longer should attack friendly targets.
* Team selection screen landing party ui no longer bugs out if you change a character's tool
* When holding controller to a direction, mouse no longer re-centers constantly in main menu
* Fixed some instances of being able to equip item combinations that bring the total carry weight over the maximum
* Fixed some instances of player ship taking the wrong path in galaxy map
* Fixed bug where healing a crew member down in red hp would not display the intermediate yellow phase before reaching green

25.8.2016

Changes:
* Updated main menu sounds to be more consistent and removed annoying small clicking sounds when entering options menu and changing tabs there.
* Adjusted overall volume levels down to decrease risk of hearing loss or sound equipment damage due to high initial values.

Bug fixes:
* Fixed roll chance for weapon modifier 'Cystic'.
* Friendly tumors and holograms attack the owner's target and drop aggro on training donkeys when the owner stops attacking.
* Secondary weapon now cloaks like the primary weapon when a character goes into stealth.
* Fixed issues with the auto-stealth modifier.
* Certain enemy types (such as mergers or eggs) can no longer become bounty targets.
* Fixed bug where combining different quality items in the QDT would sometimes result in a lower quality item.

26.8.2016-31.8.2016

Features:
* Added melee impact sounds for slasing, piercing and blunt attacks, and for both metallic and fleshy victims.
* New sounds for mine and mortar explosions.
* Sounds for buying and selling items and transferring items to cargo after buying from black market or identifying an item while inventory is full.
* Visual effects for Cyborg Violator tool use interrupt.
* Robot Ghosts can now cause fear and use stealth to move quickly to another position inside the room.
* Mouth Aliens can bite the face off the attacker.
* Imperium Medics can heal and resurrect allies.
* Imperium Bomb Dismantler is now able to dismantle mines, other traps/bots and turrets.
* Imperium Sergeant can shout orders to the troops around him, which gives them health and damage boost.
* Imperium Captain can shout orders to the troops around him, giving them movement and reload speed bonuses.
* Added a new Cyborg Spider enemy.

Changes:
* Item modifier actions now consistently scale by item level instead of character level. (higher level "heal on reload" mods heal more than lower level ones)
* Rebalanced Cyborg Blaster sound volume levels.
* Increased volume of squishy explosion sound (Swamp Bloat, Worm-infested Cyborg)
* Holographic decoys now obey their owner's stop everything state.
* Cyborg Gancher Plasma Fart doesn't stay on the ground falsely indicating a permanent effect anymore.
* Biocidal Toxicant and Biocidal Virus no longer damage mechanical beings, robots, drones and turrets.
* More meaty death effects for Swamp Bloat, Dune Crawler, Sand Snapper and spiders.
* Cyborg Rocketeer, Bully and Brute now prefer ranged targets over melee ones, making them more dangerous in combat.
* Punisher uses his turbo fist ability even if he can't stun the target.
* Cyborg Sawyer disengages his saw if no target is nearby.
* Better stealth effect for Organ Snatcher.
* Organ Snatcher uses stealth more often, and while cloaked moves considerably faster. When out of stealth keeps aggro on the current target for at least 5 seconds.
* More noticeable alarm effect for Pacifier Alarm Drones. They can also detect stealth characters.
* Pacifier Jumper enemies now have a jetpack effect when they jump.
* Better visual effects for Cyborg Doctor/Healer heals and resurrects.
* Bremsstrahlung now has a visual effect when it procs.
* In multiplayer, when using shotgun and other AOE weapons, screen shake effect is only used for local player's shots.
* New option to toggle on and off planet atmospheric effects such as sand storms.
* Pacifier Irradiator now targets only one character at a time instead of dealing AoE radiation. Added a new beam effect for the radiation poisoning ability.
* Renamed some of the elite cyborgs.

Balance:
* Cyborg Healers & Medics now heal a significant amount. They can also heal much more often and also heal themselves more regularly.
* Cyborg Healer & Medic health increased by 10%.
* Poisonous Gas effect, applied by Cyborg Gasser, damage increased.
* Cyborg Triplehead scream & melee damage increased.
* Cyborg Decontaminator shoots more often with Toxigun, decontamination gas damage increased.
* Cyborg Blood Banker blood drain damage increased from 5% to 6% target health. Blood Banker health slightly increased and blood drain amount required for aoe resurrect reduced. Aoe resurrection cool down down to 6.5s from 10s to make him more aggressive.
* Cyborg Gancher fart and mounth beam damage increased.
* Ship invading mercenaries had their healths increased by 200-300% depending on type (some had health pools as small as a cyborg worm).
* Pacifier elite bot has more health, fires more frequently and deals more damage on hits.
* Pacifier Radiation Bot health increased and radiation poisoning damage increased.
* Pacifier Tremor Device health increased considerably.
* Doubled the health of large Pacifier Drones.
* Giant Scorpion attacks three times less often but deals three times the damage. Scorpion's melee attack range also decreased.
* Pacifier Minion health increased by 55%.
* Imperium Bomb Dismantler only takes 5% of damage from explosions.
* Imperium Swat takes only 5% of damage from bullets.
* Imperium Hazmat Trooper takes only 5% of damage from corrosive and radiation damage.
* Cyborg Violator now interrupts tool use more aggressively.
* Cyborg Shrieker now deals area damage and tinnitus.
* Pacifier Shield Basher knocks the target back with its shield. This also deals a lot of damage.

Bug fixes:
* Battle Mechs only have one health bar.
* Tool use bar no longer stays visible if a tool cast is interrupted by an enemy.
* Damage area of Cyborg Decontaminator's Toxigun is now properly rotated.
* Persistent Tremors caused by Pacifier Tremor Devices now correctly stun for only 1.5s.
* Giant Scorpion collider position fixed and left claw offset to give better impression of depth when hitting enemies.
* Fixed an issue where character movement was blocked due to unknown reasons between two outside rooms.
* Fixed Cyborg bomber's bombs getting stuck mid-air.
* Death Ball's blind ability and Shrieker's scream visual effects are now displayed on top of the enemy model.
* Fixed draw order issues with the Imperium Battle Mech.
* Pacifier Shield Basher now spawns bullets correctly from his gun instead of his feet.
* Fixed Cyborg Sawyer's saw sound looping before the Sawyer was even in combat.
* Imperium Sergeant's cigar smoke no longer stays visible after his death.
* Status effect indicator effects should no longer rotate with the host entity.
* Status effect icons are now properly hidden when using the options screen.
* Fixed rare instance of quest reward chest spawning and replacing an event chest, such as a trap room chest.
* Can no longer disintegrate equipped items.

1.9.2016-7.9.2016

Features:
* New attack and roll ability for the Cyborg Grabber.
* Trychfilian Muse now has an attack song she can use when no friendly entities are nearby.
* Added melee attack sounds for some of the animated Cyborgs aand Pacifiers.

Changes:
* Visual effect for Glorious Behemoth spit ability.
* Changed the tech tree tutorial to explain tech clusters in a bit more detail. Reduced some of the flavor text to fit the new information better.
* Lowered sound volume of disintegration and matter/fuel loading effects.
* Spawn effect for the mushrooms spawned by a Trychfilian Guru.
* Organ Snatcher now has a secondary AoE attack.
* Default volume settings for sfx and music set to 60%.
* Mimics now gain different abilities based on the character class of their target, instead of moving and attacking like their target.
* Replaced old shadow with better looking ones for certain enemy models.
* Medics now prioritise characters with lower health when sharing Happy Pills.
* Removed Trychfilian Ladybug from random enemy spawns.
* Added maximum trigger frequency to combat sounds (per sound type). Fast weapons shouldn't anymore steal all sound channels causing strange sounding mute spots.
* Crew members now say something when their tool usage is interrupted by an enemy.
* Different animations for Glorious Symbiotic Monstrosity abilities.
* Suppressive fire now affects all the characters in front of a marine instead of behind them.
* Randy's gravity beam during the President fight is now easier to interrupt.
* Gravity bubbles during the President fight now cause fall damage.
* The President can now throw more than one character at a time into air.
* New effects for when the President gains a new ability and for using life drain.

Balance:
* Happy Pills cooldown increased from 10s to 18s. Base heal amount of the pills down by 75%.
* Increased the cooldown time on Trychfilian Muse's resurrect song.
* Wax Spitter health increased.
* Ovipositoid health and melee damage increased.
* Gene Sampler health and bleed effect damage increased.
* Bulging Host health, damage and melee attack rate increased.
* Fly Mind health and goo pool damage increased.
* Mutator melee damage increased.
* Pulsating Horror melee damage increased.
* Faceless Mutator health and melee damage increased.
* Behemoth damage increased.
* Enzymatic Blossom healing scaled by crew membeer count, healing amount increased and heals more often.
* Elite enemies and Bosses are now always immune to: fear, stun, blind, confusion and distraction.
* Enemy health now scaled slightly less by crew member count.
* Enemy damage now scaled slightly more by crew member count and is also now scaled by difficulty level setting.
* Enemy hit rating scaled by difficulty level setting.
* Increased Cyborg Rocketeer rocket barrage damage.
* Elite and champion enemies won't appear first 4 levels of the game.
* Lowered the amount of XP gained at the first few levels of the game so that the players have time to gather more gear before confronted by higher level enemies.

Bug fixes:
* Wax Spitter spit buildup animation now works as intended.
* Identified items no longer make sounds when they are automatically added to the inventory after being identified.
* Trychfilian Muse can no longer resurrect Cocoons or the bubbles spawned by a Shaman.
* Happy Pills sound is also played when the medic sharing the pills uses them.
* Cyborg Sanitizer and Screamer now use the new special weapon system for their attacks, which should result in better accuracy.
* Fixed Company bot not exploding on the Abyss planet, and also his eye being invisible.
* Fixed an issue where Drone Hive sometimes didn't drop any loot (nor the Essence).
* Host can no longer activate ship visit mode while someone is trading.
* Fixed an issue where heals made by a healing drone were not synced in multiplayer.
* Fixed issues with animated loot containers where said containers appeared as closed after opening them and teleporting back to the planet later.
* If an inventory item is being dragged while the game disconnects in multiplayer, forcing the player back to the main menu, the item should no longer disappear.
* Mission reward box no longer shows on the minimap after it has been opened.
* Fixed a lag spike during the President fight when the President crash lands his chair.

8.9.2016-5.10.2016

Features:
* Crew members now breathe.
* Lots of new enemy ability & miscellaneous sounds added.
* New red outlines for enemies being hovered for more easy targetting, especially when enemies are behind objects or other characters.

Changes:
* Removed melee dash when attacking critters.
* Medics will now attack their given target for one second before proceeding to healing tasks, regardless of the type of the weapon they're carrying (unless given an override heal target).
* Holograms fire holographic bullets.
* Medics are now allowed to heal (or shoot) even if they haven't still reached their proper position in a formation (the formation isn't fully formed but the characters are standing still). This fixes at least one occurance of healers not healing crew to full health outside combat.
* Universal Profanophone is now usable outside of combat as well.
* Enemies with resurrecting abilities can't resurrect other resurrectors.
* Combat resurrecting crew members during boss fights is no longer possible (defibrillators still work).
* Elevators move faster when they have no passengers.
* Elevators can be ordered to another floor while the platform is moving.
* Formation geometries have been fine tuned a bit (especially with a larger number of crew members).
* Loot level is now calulated differently. In normal situation where crew members are of similar level dropped loot should have that level. This change doesn't affect loot spawned at the start of the mission. It affects loot dropped from enemies and mission crate.
* Ship movement in galaxy map has been refined.
* Sound effect when clicking abilities in the panic bar.
* Hotkey for toggling the inventory window in combat (Default key I).
* When QDT is open, you can now transfer items to and from it by right-clicking.
* Inventory screens now remember the last used disintegrate all quality between scenes.
* Improved minimap graphics for the galaxy map.
* Added hotkeys for using consumables.
* Added hotkey for the stop command (Default key G)
* Unified hotkey label positions for the skill bar.
* Items spawned inside room walls and other weird places are now placed to the closest safe position on the floor.
* Special item types (consumables, quest items, fuel and matter items) no longer have a special color in their item name tag.
* Consumables have a special icon in the inventory as well as the item tag.
* Resurrect all interface has an improved look.
* Text indicator for immunity no longer uses legacy UI and font.
* Optional hiding of full health bars for crew members.
* Optional task indicator icons for crew and enemies, showing current activity (attack, move, hold position etc.)
* New resource icons, with a unified look between metagame and combat.
* Interact cursor now properly shows on top of the item tag as well as the item itself.
* Now possible to swap main and off-hand weapons by drag-drop.
* In market screen, item hover tooltips are now displayed to the side to avoid cluttering the view.
* Galaxy map hover tooltips no longer blink off and on between nodes.

Balance:
* Scaled explosion damage by difficulty level.
* Added minimum amount of stamina champion enemies can have and also scaled their hp up slightly.
* When a game ends to game over on hard difficulty, the save file is removed.
* Resurrected enemies gain more of their health back upon resurrection.
* Reduced the health bonuses champions and bounty targets receive.
* Reduced cooldowns on Bulbous' abilities to make him appear less lazy and more dangerous.
* Changed how champion enemies are spawned, it's now extremely rare to have two in the same room.
* Enemies are now tiered in three tiers based on their danger level. The random spawner tries to balance groups better in such a way that there isn't elites only or small enemies only in rooms with high danger budgets.
* Both difficulty level and crew count affect room danger budgets. With higher difficulty levels and/or higher crew counts the threat of the rooms increases (not just damage output but chance to have elites and more difficult enemies and combinations of enemies).
* Changed how danger budgets for rooms are calculated to accomodate proper amount of enemies for early game maps, ships etc.
* Elite enemies no longer spawn on plantets < lvl 4.
* XP gains from enemies and missions revamped (crew count and level taken in to account better than before). Game should now be better paced in the early game and it shouldn't be overwhelmingly time consuming to level up later in the game.
* Explosions do more damage, explosion damage is dependent on crew count and difficulty level.
* Rebalanced enemy damage especially at early game and higher difficulty settings.

Bug fixes:
* Fixed an issue where multiplayer clients had their storyline progress overwritten by the host's.
* Loot containers and other interactable objects should no longer spawn outside valid map areas.
* Fixed market station icons sometimes not working as intended (such as not showing crew can be hired at the station).
* Fixed an issue where characters could not walk to/from the ship's elevator room.
* Characters should no longer start warping back and forth if they're ordered on a ship elevator platform while sprinting when the game is lagging.
* Fixed cases where characters got stuck under doors in the ship when the game had low framerate.
* Characters can no longer be resurrected into elevators.
* Returning to the ship is now possible if the entire team dies during a company ship encounter.
* The player no longer loses any resources if the entire landing party dies during a company ship encounter.
* Panic bar is now visible for downed characters even if they're not in combat.
* Baydar missions now give the Baydar reward chest as supposed to.
* Fixed bad looking Pacifier Stomp Bot jump animations.
* Fixed an issue where enemy melee groups sometimes got stuck in an infinite aggro loop if they weren't close enough to their target.
* Gnawers now seek a new target if their previous target dies.
* Healing drones now teleport to their owner like assault drones if they are left behind.
* Glorious Mutated Mass transformation can no longer be interrupted.
* Active weapons no longer move while the game is paused.
* Fixed dual wielding melee characters sometimes warping around when their target dies.
* Mines from the Mine Translocator modifier no longer spawn into the air if the killed enemy is flying.
* Holograms are no longer able to open locked doors.
* Fixed an issue where the "Exterminator's" prefix sometimes killed parts of a boss (such as Drone Hive's core), making them no longer targetable.
* Fixed being able to glitch characters through a wall using the combat teleporter.
* Combat teleporter no longer makes enemies forget about the player characters.
* Fixed Drone Hive aggro spam when a smoke bomb was used.
* Added colliders to the elevator shaft which should prevent cases where a character might sometimes fall off the elevator platform.
* When an elevator is called, any characters under the elevator doors will automatically move to a safer position.
* Fixed some of the weird behaviour with jetpack engineers.
* Fixed weird target positions for the Cyborg Grabber.
* Fixed having to press the quick tool button twice as a multiplayer client.
* Bullet Amp Field now has sounds in multiplayer.
* Made sure reward chests aren't spawned behind bosses.
* Elevators wait for the entire formation to get on the platform.
* Holograms and drones no longer teleport to moving elevators.
* Fixed a multiplayer client issue where scout abilities did not work while cloaked.
* Prevented teleporting away from a boss fight if no target for the landing party has been given yet.
* Fixed Glorious parasites sometimes causing the health bar to get stuck on dead crew members.
* Glorious Fly Minds will no longer stay linked to merged tumors.
* Bulbous can now suck holograms.
* Skipping dialogue bubbles fast no longer causes random voting access loss during conversations in multiplayer.
* Fixed MultiTurrets and MultiBots spawning in the wrong position.
* Fixed desynced elevator doors in the player's ship.
* Other player ship elevator related sync issues fixed.
* Assault frame charge no longer gets stuck when targeting an enemy right next to a closed door.
* Radioactive Armor Plates technology actually causes radiation damage instead of corrosion.
* Fixed immunities for stat multiplying status effects causing increase in that stat. (for example being immune to toxic goo caused infinite speed boost)
* Collecting an environment sample multiplayer no longer makes the hover cursor become stuck.
* Equipping items with carry capacity increase now works correctly.
* Black market's show item quality tech should now work properly.
* Panic bar positioning now correctly takes into account the character's height and if they are a bounty target, to avoid overlap.
* No longer able to move the ship when windows are on top of the map.
* When coming back from planet, active mission label should now correctly display the amount of quests.
* Fixed target markers becoming stuck on crew members who were goo statued.
* Crew screen crew list scroll bar should no longer do weird things when dragging around characters to re-order them.
* When dialog or event begins, all active UI modes (such as placing a turret) are reset properly.

6.10.2016 hotfix

Changes:
* Removed hover circles from characters, using a green outline for crew instead.

Bug fixes:
* Fixed crew members gaining unintended amounts of xp breaking the progression.
* If decoys, drones, turrets, tumors etc allies kill an enemy crew gains xp also.
* Fixed couple of outlines for enemies having special sprites (for example sprites used for special effects which aren't really part of the enemy model, or bomber's jetpack heat distortion)
* Fixed Cyborg Brute arm cannon z-position when the cyborg was facing left.
* Fixed drag-select box being offset after changing resolution
* Fixed selection indicator for crew health bars not working properly when using the hide full healthbars setting.

7.10.2016-21.10.2016

Features:
* Added lots of missing status effect icons.
* Added a damage meter window, displaying damage done, healing done and damage taken.

Changes:
* Downed characters have their threat generated to enemies reduced by 50%.
* Teleporting away from a planet is blocked until the Essence dropped by a boss is picked up.
* Elevators can change direction while moving between floors.
* Quick use button for the Assault Frame is also visible outside of combat.
* Can now skip crew speech bubbles in conversations.
* Small UI tweaks.
* Matter Waveform Storage changed to decrease teleport cost depending on how much of the map is cleared instead of being always free to teleport the second time. This prevents players from first teleporting with one dude and then with rest of the crew.
* Every modifier which has some sort of negative impact (even if they have other positive effects) are no longer generated for high quality items. Negative ability CD effects no longer generated for high quality items for example.
* Easy to replicate mods no longer generated for items which are not replicable.
* Changed "On Death" mods to "On Health Zero" mods. They now work when wearer's health drops to zero be it death or downed state (death after downed state doesn't count). 
* Zombification adds a dark blue color to the affected character to be able to easily see who has the effect.
* Smoke bomb and hacking swapped. Smoke bomb now available at the start of the game for engineers.
* Locked doors now appear later in the game, lvl 6 onwards.
* Removed arrows from cloning (multiple clones at the same time no longer available through tech tree)
* Reorganized marine tech tree to take into account when battle frenzy is actually available in the game.

Optimization:
* Entity sync netcode has been optimized a lot, and it uses a lot less bandwidth (especially with loads of flying entities), which should hopefully result in less lost packets on slow connections.
* Some resources are loaded dynamically instead of being in memory all the time, easing memory load a little.
* Some materials and textures are now cahced and properly destroyed between scene changes.
* Removed some unecessary object instantiations when fireing weapons, this should slightly increase performance during hectic combat situations.

Balance:
* Increased the amount of fuel dropped by enemies (note that choosing a fuel reward from a completed missions will also give you more fuel from now on).
* Decreased the amount of loot by 50%, in addition to this white loot chance decreased by 50% and grey loot chance decreased by 75%.
* Money drops increased to compensate for decrease in item drops (to be able to drop at least something from each container). Overall money amount per drop decreased to compensate the increased amount of money drops.
* Increased the amount of RP gained in later stages of the game.
* Rescaled experience gains (from kills and rewards) for better pacing in the early game and to take into account different crew sizes.
* Cloning matter cost is now on the same level as credits costs in terms of how difficult certain amount of said resource is to obtain in the game.
* Rescaled ability cd modifiers and prevented multiple occurances on the same item.
* Capped damage mitigation to 95%.
* Rescaled flat damage mitigation modifiers and prevented multiple occurances on the same item.
* Rebalanced enemy healing amounts to take into account damage output of different sizes of teams.
* Made it easier to push back enemy healing.
* Locomotion Inhibitor tech now only applies snare to one target (per bot) and it has a predetermined duration. It also now has a visual effect (a beam).
* Quantum Annealing now yields more rp.
* Changed Quantum Parallel Computing to yield fuel everytime a research project completes to make it more appealing.
* Decreased the damage of rocket launcher.
* Enemy hp rebalanced.

Bug fixes:
* Missiles from the Missile Volley enemy modifier now face the right direction.
* Fixed combat state getting stuck when a character died.
* Scout no longer tries to get to the correct side of the Bullet Amp Field if that would put him out of the room.
* Bullet Amp Field can no longer be deployed inside a wall or under a door.
* Enemies can no longer shoot from one floor to another in elevator shafts.
* Fixed draw depth and hover issues with bar patrons aboard the player's ship.
* Drone Swarm drones no longer spawn on the floor, which prevents them from getting stuck to their spawn position.
* Fixed drones and flying entities getting stuck on doors, hopefully for the last time ever.
* Drones teleport to their owner instead of using the elevator aboard the player's ship.
* Decals on the floor no longer move with the platform on ship elevators.
* Fixed draw depth issues when a character is stepping down from a ship elevator.
* Fixed characters walking outside the floor bounds when stepping down from an elevator platform.
* Fixed an issue where characters didn't always walk to the elevator platform or away from one if their previous movement order was interrupted.
* DuraWard absorb shield modifier is now applied correctly on weapon fire, as the description says.
* Ship elevator platform no longer moves enemies who happen to be at the same position as the platform. This caused enemies to fall through the floor.
* Enemies can no longer knock characters off the ship elevator platform.
* Fixed combat status getting stuck in the Galactic Profanophone event.
* Fixed characters warping outside the map if a formation group was ordered onto an elevator platform while some of the characters were on a different floor as the leader.
* Enemies no longer aggro a nearby boss when they're aggroed.
* Flying enemies can fly through bigger enemies (such as bosses).
* Fixed a case of infinite explosion spam which was caused by enemies who were spawned as inactive. This caused a wide variety of other issues, such as background flickering and major FPS dropping.
* The President event is marked as completed as soon as the President is killed. This prevents the chance of failing the event after killing the boss.
* Fixed overlapping dialogue with Baydar on the Abyss planet if the player placed the gems before acquiring the final boss quest from him.
* Fixed Sammy and Randy sometimes missing their heads.
* Fixed desynced boss icons on the galaxy map in multiplayer.
* Fixed player spoken dialogue bubbles getting stuck in multiplayer if the conversation mode was set to host decides.
* Elevator floor is forced for clients when the platform starts moving, which should prevent all kinds of nasty desync with the elevator's position.
* Fixed distress signal sometimes getting stuck after ignoring a previous distress event.
* Fixed character abilities not working when teleporting to a planet for the first time after unlocking the abilities.
* Enemy medics are able to heal flying enemies.
* Fixed not being able to teleport away from the infested company ship event if the host chose to kept the ship and some player did not.
* Fixed disabled enemies (such as merged tumors) causing an issue which sometimes prevented resurrecting to the current room.
* Tumors attached to a wall actually fall on the floor when they detach.
* Tumors no longer try to merge with other tumors which are attached to a wall.
* The game now makes sure the player has all the Essences they're supposed to have, based on the current storyline progress.
* No longer possible to get stuck in tutorial by using consumables.
* Disintegrating items should no longer sometimes yield many times the intended amount of matter.
* In multiplayer, hovering over other player's crew no longer leaves outlines on for those characters.
* Shooting projectiles with the tech increasing projectile speed no longer results in infinitely increasing projectile speeds.
* Fixed a bug where outlines were showing for enemies behind hatches and doors.
* Fixed reward boxes not giving loot after saving a game and boxes giving the wrong amount of rewards such as fuel crystals.
* Fixed various map generation issues (mine elevator leading to nowhere, walls in wrong spots on certain maps) related to small mistakes in predefined node map layouts.
* Fixed the inability to interrupt cyborg healer's heal ability.
* Robofortification Frame now correctly applies to block chance also. The effects isn't seen in the item tooltip itself but it can be verified in the character stat screen.
* Death dissolve effects should no longer leave black pools of nothingness behind.

24.10.2016-28.10.2016

Changes:
* Duplicate immunities and special actions should no longer appear on new items.
* Characters no longer breathe in unison, they stop breathing when dead and the steam they breath in cold environment is synced with the breathing animation.
* Removed turret mods from all other tools than which provide turrets. Same change applied to drone turrets and corresponding tools.
* Cyborg warheads now have actual proper explosion sounds instead of random sounds.
* Area damage weapons (toxiguns, shotguns etc) are able to build up strike combinations.
* Added a message when starting NG+ game explaining the situation briefly.
* Removed some inapproriate words from item database and random item name generators. Added some new better ones.
* The map generator no longer generates mines without background mountains.
* Small UI Tweaks.
* Mission giver and difficulty selection dropdown menus have a new improved look.
* Added tip explaining that in multiplayer, fuel is always added to the host's ship.

Balance:
* Increased enemy hp in mid-end game to compensate a bit for the higher firepower.
* Fixed how hit rating mods work and rescaled all the modifiers to actually make an impact to chance to hit -stat.
* Higher quality loot boxes no longer drop money instead of actual usable loot.
* Microwave shield damage increased, cooldown decreased and increased the threat it causes towards enemies making them more likely to target the vanguard using it.

Bug fixes:
* Removing positive buffs by right clicking the icon now works in multiplayer.
* It is no longer possible to remove positive status effects by right clicking from enemies.
* Fixed critters sometimes being inactive near the landing party's spawn room.
* Fixed non-deterministic colour variations for planets.
* Entity colliders are disabled on death right after the corpse becomes stationary. This should prevent cases where room controls and door buttons are unusable because there is a dead enemy in front of it.
* Fixed another case of combat getting stuck during the Galactic Profanophone event.
* Target marker effect can no longer be casted on player characters if the character turns hostile due to mind control, zombification or similar.
* Fixed a case of desync during ship events if the host had visited a planet before the invasion while a client had not.
* Ship events no longer require any matter in multiplayer.
* Reward chest now moves with the elevator platform if it is spawned into an elevator shaft when no other valid room is found.
* Fixed the game saving multiple times when teleporting back to ship.
* Characters no longer appear twitchy when they're downed in multiplayer.
* Fixed a sync issue where enemy weapon fire wasn't sometimes synced correctly after reloading.
* Fixed ship position being offset if a client joined while the ship was moving.
* Fixed dissolve effect clean up code. It shouldn't fail anymore when teleporting back to ship.
* Fixed how the effect of clip size mods were calculated. They didn't work sometimes at all.
* Item tags now behave correctly depending on the setting. They used to be "show for 10s" for all settings before changing the setting in each game.
* Fixed graphical glitches related to alt-tabbing from the game during loading screen causing D3DDevice to get lost and corrupting render textures. This sometimes cause outline textures to be big colored boxes and sometimes there were black boxes under the characters.
* Fixed map ending obstacle positions (sometimes located way further than the map actually ends). They should spawn to their proper positions from now on.
* Removed "-characters from a Baydar dialogue line.
* Researching a rare item during tutorial no longer breaks the progression.
* No longer able to sell items that have been merged using the QDT.

31.10.2016-11.11.2016

Features:
* Added a notification and a particle trail for the host when a client sends them fuel.
* New fonts for most text in the game and other general UI polish.
* Added a splash screen displaying Quadro Delta and Re-Logic logos. Only visible the first time the game is started.

Changes:
* Universal Profanophone now taunts all enemies, including mechanical ones.
* Lobby filtering is no longer applied to friends only games.
* Boss events are no longer scaled automatically to the player's level, which makes difficulty changes affect the bosses as well.
* Added a direction arrow to the notification popup which tells everyone they need to be present in order to trigger an event.
* When manually given an order to use a tool, characters will now finish using the tool before following orders to move to a position or a room control.
* A notification message is shown to the player if they try to exit during combat.
* Random name generators (for planets and characters) filter out most vulgar words.
* Random name generator for characters uses english names as base data instead of finnish. They now make slightly (not much though) more sense to english speaking crowd.
* Interractable NPCs now have green outlines when hovering mouse cursor over them.
* Metagame popup lists now use a perspective UI.
* Science lab has a revamped look that aims to improve usability.
* In multiplayer, each player can close their own distress popup window after reading.

Balance:
* Heal bot now actually heals a significant amount.
* Turret deployment time and cooldown decreased to make the tool more usable.
* Dome shield cooldown time lowered considerably (60s -> 10s) and deployment made instantenous to make the tool more usable.
* Suppressive fire now works for also dudes slightly behind the marine making the use of it more flexible.
* Target Markers now give considerably more hit rating and also increase the crit rating of the scout making the stat increase more on par with rest of the tools in overal dps increase.
* Overload shot damage increased.
* Ampfield deployment made instanteous (the animation still takes time) and damage slightly increased.
* Assassinate / Ambush damage greatly increased to make them more meaningful part of overal dps of the group and to give some bonus for the extra microing required to stealth and ambush.
* Hireable characters now have more appropriate gear and stats for their intial character class.
* Dual wield damage decreased (-25%) and chance to hit (-25%) decreased, rapid fire damage bonus decreased (150% -> 125%) making the tool choice damage increase on par with rest of the abilities.
* Increased cost of items on black market but made it more likely to get high quality gear by gambling. The conversion rate to better gear should be similar to what you would get by investing same amount of items to QDT.
* Less items to be looted in gathering quests (both drops from enemies and stuff on the ground).
* Bounty targets are now always spawn later, more dangerous, parts of the map instead of completely random room. They shouldn't appear at the start of the map anymore.
* Market now usually sells better items than before.
* Longer windup for COLOSSUS' cannon ability.

Bug fixes:
* Elevator sound no longer gets stuck if the elevator changes direction while moving.
* Fixed ping timeout not working in multiplayer.
* Fixed loot donkey not spawning as often as it should have.
* Tower snipers no longer get stuck mid-air if they're killed while in the tower.
* Resurrecting characters does not increment clone generation.
* Fixed quest reward arrow disappearing too early in multiplayer.
* Fixed more main ship elevator sync issues.
* Universal Profanophone refreshes the target's target as intended.
* Fixed flamethrower sound getting stuck sometimes when using high firerate flamethrowers.
* Tractor beam is disengaged if the tractored enemy gets stuck and is left too far behind.
* Dead corpses and static enemies move with the elevator platform.
* Huge enemies no longer spawn inside a wall.
* Fixed aggro markers getting stuck in multiplayer and with merging enemies.
* Fixed an issue where remote characters were not removed from the host's game if the host was disconnected from Steam servers.
* Boss planet levels can't be higher than the player's current power level, unless the difficulty level is increased.
* Glorious tumors no longer attach to cave walls.
* Fixed some objects still showing as active after event completion (such as the Cyborg terminal in the terminal scientist event).
* Fixed the popup which informs the players when they all are required to be present in order to trigger an event.
* Fixed camera getting stuck in the Colossus expedition event in multiplayer.
* Fixed multiplayer lobby not showing up in the multiplayer list if the host quit to main menu and then loaded the same game again.
* Fixed teleport position being calculated incorrectly in stair rooms for enemies with the Teleportation modifier.
* Prevented potential desync in landing party orders in multiplayer.
* Status effects cleaned up correctly when teleporting back to ship (for example effects from improved happy pills persisted from battle to crew screen).
* Decreased sound stutter when changing from one scene to another. The effect couldn't be completely removed. When we update to Unity5 it will be possible to remove completely.
* Dissolve effects now always start initializing correctly (fixing at least some occurances of enemies not starting to dissolve when dead)
* Made sure all room control hover effects are visible through objects.
* When a loot container is opened, its colliders are disabled to make sure other interactable objects behind it can be accessed.
* Fixed Cyborg screamer's scream sound getting stuck sometimes.
* Immunity message system is now immune to spam.
* Underground rooms no longer complete randomly before player has visited.
* Fixed bug with dragging items between tabs using both mouse buttons.
* Fixed being able to double-stack equipment slots after viewing hire crew screen.

14.11.2016-16.11.2016

Features:
* Market stations are no longer selected by clicking them, instead they become active automatically when the ship moves into range.
* New dialog box to help distinguish dialogs from random speech characters are emitting. The new dialog system isn't tied to a place so it gives more flexibility to handling dialogs in multiplayer environment and removes certain sources of game blockers. Characters are bring to halt and made immune to damage during these conversations and commanding your characters is disabled.

Changes:
* New effects for turret/bot deployment.
* New effects for pacifiers shooting scintillator fragments and disruptor shards.

Bug fixes:
* Hacking beam no longer gets stuck if the hacked target is destroyed during the hacking process.
* Bullet Amp Field is automatically packed when using a combat teleporter.
* Fixed Ovipositoids trying to lay eggs on dead decoys.
* Fixed one occurance of dissolve effects not being able to process, caused by defibrillators being interpreted as friendly resurrect ability to enemies.


17.11.2016-2.12.2016

Features:
* New mission types: free prisoners (Company), kill x amount of y enemy (Baydar)
* Drone Hive foreshadow event: Kylan Smyth and his/her robot
* First encounter events for different groups of enemies: glorious, imperium, pacifiers, cyborgs and forest natives
* Forest now has its own type of caves
* Speech in dialogue boxes now has sound. Proceeding in the dialogue also has a sound. 
* Guys might make comments when riding the elevator.

Changes:
* Removed selecting all crew members by double clicking a character's icon.
* Defence panic buttons aren't displayed when the character has been healed recently (unless the character's health is still under the minimum threshold).
* Added arrows to point towards the next objective in some of the multi-room events.
* Changed the way subevents are generated for quests, which should make the events appear in a more logical order.
* Updated the old distress merchant events to use the latest event features.
* Players in multiplayer can now choose individually what to buy from a merchant.
* Boss quests now start at lvl 15 instead of 16 and happen in 5 level intervals instead of 4.
* Added a possibility to have instantly confiming dialogue options. For example player choosing "[attack enemies]" and the dialogue won't show that option again, instead the player attack immediately.
* Improved selecting spawning locations for bounty targets.
* Minor UI changes
* Crafting recipe for combine 4 equipment now takes into account armor type (light/heavy) and weapon type (ranged/melee).
* Alien Warp Capasitors renamed to Alien Warp Capacitors (not as trivial a task as it sounds)

Bug fixes:
* Fixed not being able to buy ships from ship yards.
* Fixed selected market highlight effect when joining a multiplayer game.
* Fixed loading screen getting stuck when loading a save in which the starting perks have not been chosen.
* Elevator platform is set to the correct floor when teleporting back to a planet.
* Hovering the galaxy map or moving the ship by clicking through tutorial messages and the player list is no longer possible.
* Automatic tool usage animation is hidden during a conversation.
* Market station inventories refresh again.
* Fixed item icon bugs in the market screen and replicator.
* Fixed a visual bug in multiplayer where characters sometimes continued firing through a door when the door between them and their target was closed.
* Fixed the request missions button displaying incorrect active mission counts when reloading the ship UI.
* Fixed incorrect scaling for Tactical Stress Redirection technology (now scaled by character intelligence).
* Weapon based abilities take the size of the target into consideration when calculating a range for the ability.
* Fixed entity shadows being drawn on top of some enemies.
* Conversations which do not require confirming the lines no longer hide the rest of the UI.
* Fixed a bug with the new dialogue box which caused the box to disappear from everyone when someone confirmed it in multiplayer.
* NPCs no longer try to kill themselves.
* Entities inside hatches can no longer be pushed around with explosions.
* Added more safety checks to Gancher's chain code which prevents cases where the hook flies off the room/map.
* Fixed some special events not spawning all the enemies they should have.
* Removed some debug UI keybinds.
* Fixed conversation breaking in the distress merchant events.
* Fixed getting stuck on loading screen when transporting to a planet which didn't have a bunker but which was flagged as potential boss spawn candidate.
* Fixed assassinate ability effect getting stuck when using the ability with a weapon with onHit proc effects.
* Fixed alpha blending issues with item icons with glowing items.
* Fixed not being able to use ship builder properly after last patch.
* Fixed mission events sometimes appearing in wrong bunker types.

7.12.2016

Changes:
* Tentacles spawned by the Eldritch modifier no longer throw bosses or other very large enemies.
* All dialogue in boss events now uses the new dialogue box, and other minor improvements to boss events (timing etc.).
* Decreased the chance to encounter a Loot Donkey by 25%. 

Bug fixes:
* Fixed Colossus fight not starting.
* Fixed NG+ getting stuck on the loading screen.
* Clients can no longer request missions in multiplayer.
* Fixed bug where multiplayer would desync if dissolve effect system fails to clean up after teleporting back to ship (it shouldn't fail anymore and even if it did it shouldn't desync the game)
* Fixed some cases where dissolve effects would fail to start correctly after death.
* Fixed errors related to Loot Donkey sound being lost after the teleportation process has been stopped but the game still tries to access the sound.


7.12.2016-8.12.2016

Features:
* New locked room events: gel / matter dispensers.

Balance:
* Bulbous Prostrusion health decreased by 40%, added 6s additional time to deal with tumors and tumor flies after spawning (this time is decreased on higher difficulty settings). Slightly lowered the change of Bulbous deciding to use spawning abilities.
* Colossus health decreased by 30%, added a few seconds (varies between abilities) of idle time between different abilities to have more time to regroup and deal damage (this time is decreased on higher difficulty settings), decreased the amount of damage done by mortar and cannon explosions and stomp abilities.
* Colossus can be damaged through the absorb shield in the last phase (18% of damage is let through the shield on normal difficulty setting). The damage dealt through the shield is decreased on higher difficulty settings.

8.12.2016-9.12.2016

Bug fixes:
* Fixed Voidseeker Baydar appearing on the mission request list briefly after a new game has been started.
* Fixed some instances of goo statue effect getting stuck sometimes.
* Vanguard can no longer taunt other crew members inside a goo statue.
* Colossus and some other entities now correctly turn towards their targets in certain situations (for example after Colossus has fired his Cannon he will resume looking at his current target, usually vanguard)
* Matter to fuel conversion tech now works correctly when moving the ship and the ship refuses to move if you don't have enough matter when the tech is active.

12.12.2016-2.1.2017

Features:
* Added new ship modules which are available from level 18 onwards: Medical Bay, Merchant Room, Training Room, Transporter Room, Security Station.
* New mission type: Survey Areas. Crew goes down to a planet and has to use a scanner in various rooms to locate points of interest.
* New mission type: Rescue Prisoners. Crew goes down to a planet and has to free prisoners in captivity in various rooms.
* Added a new alien item which description gives meaning to "UDGD".

Changes:
* Multiplayer game list is refreshed automatically when a connection attempt fails.
* Tractor beam can no longer be used on champion enemies or loot donkeys.
* Drone hive outlines are separated for different parts of the boss which should make targeting clearer.
* Enemy hover outline is now grey when the enemy is invulnerable.
* EMP removes cast shield effects from enemies.
* Item tooptip for the MultiTurret now displays the DPS for every available turret mode.
* Multiplayer dialogue mode now defaults to 'host decides' for new players.
* Combat inventory now defaults to ship items instead of research items.
* Readying up for combat in multiplayer no longer prevents using the ship UI, and any changes made will automatically cancel the ready status.
* Male crew members no longer wear bras.
* Story characters who can join the player's crew have more cleverly allocated stats and additional stats point compared to regular crew members.
* Ship UI tab and button colour improvements.
* New sorting options: sort by damage and by armor. Tweaks to sort by type.
* Hovering and clicking enemies has an expanded area. Hovering favors hostile entities.
* Mouse wheel should behave more consistently in scrollable lists.
* Able to select active crew member by mouse wheel.
* Items above weight limit now display the weight difference.
* Fire Rate / Attack Speed is now Shots per second / Attacks per second.
* Hats have been removed from the game until we implement vanity inventory system to the game. They can still be found in the data files to tease data miners.
* AOE weapon tooltips now show "dps per target" instead of "damage per hit".

Balance:
* Champion versions of Glorious Eggs and other health based enemy spawners no longer spawn randomly.
* Enemies with AoE healing abilities can't heal other enemies with similar abilities.
* Enemy HP curve is now more linear making NG+ feel less tedious. This might affect boss encounters in the normal play through though (might have too little or too much hp).
* Instant kill -modifier now works only minor minions, it costs way more to replicate, it drops replication chance considerably, its proc chance is lowered to 3% from 10% and ten times more rare.
* Helmet armor modifiers are scaled down to be more in line with armor values the helmets have on base line.
* Made changes on how quality scales primary stat values of items and modifiers. There's now larger gap between values on less than epic quality items and values on all the higher quality items. Because of other balance reasons the overal range of those values could not be changed (for example health pools of enemies would have to be scaled differently otherwise). This means that because the range of the quality distribution couldn't be changed, the lower quality mods will now have much worse stats than before. 
* Light armors now have secondary stats. Depending on armor model they can have following secondary stats: dodge%, healing power, reload time reduction%, tool use time reduction%. This should offset the base line stat deficiency in comparison to same level and quality heavy armors.
* Matter packets start to give linearly more matter after certain level to keep up with increasing teleport & cloning costs in end-game.
* Boss fights now give considerably better loot (multiple artifacts and one guaranteed legendary item).
* XP and RP gains rescaled to provide new levels and techs after <2 planets even in end-game.

Bug fixes:
* Fixed an error when teleporting to a planet if one of the crew members was wielding an animated weapon as their secondary weapon.
* Fixed not being able to select a landing party as a client.
* Fixed a landing party desync as a client when using select all and some of the crew members could not be added into the team for some reason (such as not having enough matter).
* When low on matter, selecting crew members into the landing party takes into account any bonuses which reduce the matter required for teleporting.
* Emergency cloning procedure no longer increases the clone generation of the resurrected character when all crew members have died on normal difficulty..
* Fixed item upgraders no longer dropping from bosses.
* Nub the Technorabbit doesn't hide behind trees anymore.
* Fixed an incorrect trading error message when one of the players had their inventory full.
* Cyborg Grabber's roll is synced in multiplayer.
* Items with the "Exterminator's" modifier can't kill training donkeys.
* Fixed a collider issue which sometimes caused panic buttons to be non-interactable.
* Fixed clients not auto-selecting the previously visited planet under certain conditions.
* Rapid fire range is now determined by the lowest range weapon. This makes sure the ability doesn't appear on the panic bar too early if the target is not within range.
* QDT no longer gives high-level items which have not started dropping in the game yet.
* Character ability ranges take into account the hit radius of the targeted enemy.
* Medics no longer try to automatically target crew members who are inaccessible behind a huge boss.
* Decontaminator does not aggro Loot Donkeys in unvisited rooms.
* Forest caves now spawn enemies.
* Overload shot damage is dealt when the bullet hits its target.
* UI should no longer have strange offset issues when using desktop scaling.
* Fixed some breakable parts of tutorial down on the planet.
* Colossus now turns towards its highest threat target more reliably.

3.1.2017

Balance:
* Blistering Hydroid uses abilities more aggressively on higher difficulty levels. Base difficulty (on Radio Silence) has also been increased.
* Blistering Hydroid heads now have more hp.
* MultiTurret Laser, Minigun and Rocket mode damages decreased.

Changes:
* Mouth alien encounter can no longer happen at the start of the game.
* Loot blinking effect texture changed and has the same color as the item tag text.

Bug fixes:
* Fixed targeting for some of the bosses (Drone Hive, Blistering Hydroid).
* Blistering Hydroid heads no longer cause each other stun immunity and block messages.
* Loot blinking effect no longer shows in rooms which aren't completed and which have shadow over them.
* Tutorial artifact research no longer takes forever to complete.
* Fixed tutorial parts on the planet that allowed the player to break the tutorial by walking around.

4.1.2017-5.1.2017

Features:
* Added news feed and patch notes to the main menu
* Multiplayer session list for friends only games displays the names of your Steam friends currently in the game.
* List of available friends only games is updated automatically at regular intervals.

Changes:
* Ability stacks (sniper's aim and strike combinations) now transfer when target is changed instead of when the next hit lands.

Balance:
* Pacifier Bot Armor skill cooldown time has been increased.
* Pacifier Elite Bot and Big Drone Controller have less health, but they deal more damage.

Bugs:
* Fixed descriptions for nanobot techs and rejuvenating presence.
* Panic bars and health bars are now in correct position when desktop scaling is other than 100%.
* Fixed ability stacks (sniper's aim and strike combinations) not transfering correctly after target dies.
* Dodge change is now properly capped to 95% always.
* Gyroflop Helmet now reduces tool use time instead of increasing it.

9.1.2017-18.1.2017

Changes:
* The turret version of the trapped loot container event does no longer happen for full melee teams.
* Made hover effects for destroyable objects more consistent with other interactable objects.
* Reduced Sub-railgun knockback considerably.
* Tech descriptions which refer to training points are now more consistent (all talk about training points and not TPs etc).
* Inspiring medical research changed: it now has a chance to give you extra hyper wound gels when you finish research projects.
* Secondary Trajectory Prism changed to Battle Medic Training which reduces the damage reduction modifier on medic tools.
* Synergistic Nanobot Treatments changed to Karyorestorative Beam which increases tissue repair beam's range and clears the target of all negative status effects.
* Nanobot Refueling Stream changed to Nanobot Longevity Optimizations which increases the duration of nanobot injection effect.
* Nanobots also heal one tick instantly when applied making them more useful when bringing up downed crew members.
* Trajectory Adjusting Prisms description now says it applies the target jump for nanobot injections. The effect was moved from tissue repair beam in an earlier build but we forgot to change the description.
* Parahistoric Evaluation now reveals only one in five items in a black market item category (it reveals 2 for 10 for example also). To balance out the monetary benefit this gives (~20% money consumption reduction) sometimes very high quality items revealed might be fakes (this allows you to still save around 15% credits in the long run). This "feature" is hinted by the description for the tech. Unrevealed items bought from black market obviously can't be fakes.
* Radioactive Armor Plates changed to Warp Cell Lining which allows you to dodge bullets also when you wear light armor.
* Plasmic Paroxysm brought down the marine tree to the place of Ambidextrohol. Ambidextrohol moves up the tree to the place of Deadly Salutes and Deadly Salutes moves to the previous place of Plasmic Paroxysm.
* The outlines crew members use are now "carved hollow" meaning that they look like outlines even on stealthed (= transparent) characters. Previously they looked like solid blocks of color (= buggy).
* Multi-Purpose Radar Mainframe description now says that it shows locations of markets instead of talking about energy signatures.
* Tomppa Risteily is, from now on, known as Thomas Voyage.
* Improved hover / click behavior with priority sorting.
* Reward drone and reward chest should be easier to click on.
* Prisoner rescue and scanner quest cutscenes now allow for player control.
* Market tool items now display a class icon.
* Throwing emp and smoke bomb near doorways should have improved arcs.
* All players on multiplayer game can shoot through smoke bombs if Thermal Goggles has been achieved by even one player. This makes the tech more useful and far less annoying on multiplayer games.

Balance:
* Harder difficulty settings have now bigger effect on enemy health pools, making encounters last longer for other difficulty effects (other than increased health pool) to matter when people have very high dps output.
* Slightly increased enemy HP after Colossus has been defeated because damage output will likely jump up because of all the op items he drops. This effect is more pronounced in multiplayer (scaled by player count) because instead of dropping 5 high quality itmes the boss actually drops 5 times player count amount of high quality items. Making multiplayer teams much more op after boss fights.
* Overload Shot and Assassinate deal ~30% less damage.
* Turret and drone damage doubled.
* Speed and Intelligence scaling of tool usage multiplier and ability cd multipliers rescaled to take into account having a lot of stat bonuses from high quality gear.
* Player-spawned drones and spiders now move faster.

Bug fixes:
* Blistering Hydroid no longer drops too much loot when all the heads are killed separately.
* Fixed a problem where multiplayer data was not cleaned up properly when a client dropped from an online game. This could have been a source of desync in some cases.
* Random loot container props no longer spawn in front of hatches (unless they've been spawned by events).
* Fixed the blue line on credit items not being removed if the item tag is hovered while a character picks the credits up.
* Reduced the duration of Pacifier Mimic's tractor beam considerably.
* Characters no longer float in the air if they are revived after getting killed while tractored by a Pacifier mimic. Enemies who died in a vanguard's tractor beam do not float either.
* Fixed a rare item drag'n'drop related bug which broke teleporting to a planet.
* Mechanical entities such as drones can no longer be zombified.
* Sub-railguns and other projectile type weapons can now also produce strike combinations when wielded by a marine.
* Selling and buying items no longer shows "???" text when Galactic Item Archive tech is active.
* When activating new technologies the effects of the technology are applied immediately (and correctly).
* Death dissolve effect now works properly for reskinned characters also.
* Possibly fixed a bug where sometimes, very rarely, a planet becomes unclickable on the galaxy map.
* Fixed some of the light armors having "STAT ERROR" as their secondary stat.
* Fixed shader related issues which made the avatar camera (drawing the dialog box avatar picture) offset some parts of the render target (hands in the wrong places, blubous not showing at all etc).
* Tool usage and ability CD multipliers can no longer decrease below zero.
* Thomas Voyage (and other hired crew members) are able to gain XP (they were actually able to gain XP it just started totally from zero which was wrong and a huge problem on higher levels).
* Fixed a bunch of issues with windows desktop scaling.
* Fixed research items icon overlapping with research inventory tooltip.
* Damage meter was not properly hidden by screenshot mode.
* Fixed reset keybinds button not working.
* Fixed map screen options keybinds layering problem.
* Turrets and drones can now shoot through the smoke bomb.
* Engineers with jetpacks now walk on to the elevator platform in ships.
* Jetack engineers no longer emit sprint dust particles
* Engineer jetpack effect is not active when the engineer isn't flying.
* Characters can move in the ship's elevator room when the elevator is moving.
* Medics no longer heal targets on other floors.
* Fixed character hands showing through UI on market and hire crew scroll views.

19.1.2017

Bug fixes:
* Fixed an issue where a client received the host's Essences if the host disconnected during combat.
* Fixed avatar camera on dialogue boxes to always render at correct positions when objects are talking (fixing issues with colossus & bulbous foreshadow events)
* Fixed flamethrower style weapon sound loops getting stuck when using Overload Shot.
* Enemy AOE heals won't heal the healer if a health link enemy is attached to it (for example blossoms + fly minds)
* Reverted Enzymatic Blossom hp.

20.1.2017-27.1.2017

Changes:
* Drone Swarm can be activated when out of combat.
* Replaced old loot chests spawned by events with better looking ones.
* All room control and loot container hover effects are now instant with no animations to give an immediate hover feedback.
* Added a hover outline to animated destroyable objects (such as the barricades spawned by the Arbiter).
* Marked some ship events (such as distress merchant events) cancellable, which lets the player teleport away and ignore them before the event is fully completed.
* New sounds added (deploy turrets and bots, bremmstrahlung status effect proc, colossus cannon build up, president foreshadowing event sounds, behemoth, arbiter, empath, devourer, blood banker,  glorious egg ability sounds, cyborg grabber roll sound)
* Sounds which have a musical component (such as president event background music) can now make the main music "duck" to make sound environment less cacophonic.
* Can now mass disintegrate items up to blue (rare) quality.
* Added some UI pointer arrows to make tutorial more coherent.
* Mass disintegrate label no longer has a delay.
* Settings tabs now have separate reset buttons as well as a reset all button in the general tab.
* Removed danger level label from planet descriptions.
* Replicator amount controls are hidden until player gets the appropriate technology.
* Made survey environment mission less frequent and added some more lore-friendly hotspot descriptions.

Balance:
* Boss weapon reloads can no longer be pushed back by damaging the boss.
* Tuned down agility, modifier and light armor dodge scaling to make it harder to reach dodge chance cap (95%).
* Difficulty level setting now adds more levels for enemies the higher your crew's level is to make the setting have a bigger impact on higher crew levels as well and to also not make it useless on lower levels. Added couple of extra champion enemies for higher difficulty settings also.
* Scaled xp gains from kills 10% up in the later game for faster level pacing and down slightly on early game to make it more rare to gain two levels per planet.

Bug fixes:
* Fixed crew members not dying sometimes as a client when the incapacitation timer reached 0.
* Fixed tutorial zombies being overpowered after loading an old save before the tutorial.
* Characters now sprint at a normal speed in stairs.
* Flamethrower effect now looks the same regardless of the direction the character is firing it at.
* Fixed save file corruption when exiting the tutorial from a planet's surface.
* Baydar conversations and other relevant NPC dialogue triggered by crew member proximity can now be started with stealthed crew members.
* Fixed the President ripping his shirt twice and not always triggering his death animation when playing as a client.
* Medics with the Channeled Aggressions technology only heal nearby crew members.
* Trychfilian Smoke Flies can't be resurrected.
* Fixed Smoke Fly death animation which never triggered.
* Fixed broken animations with some resurrected enemies.
* Fixed a formation related issue which caused an engineer with a jetpack sometimes ignore orders to deploy turrets or traps.
* Removed duplicated overlapping icons in the market's sell screen.
* Removed experience bars from hireable characters.
* Fixed not being able to click and destroy the barricades spawned by the Trychfilian Arbiter.
* Fixed inaccurate hover detection for the Arbiter.
* Spinal Worms no longer attack other Trychfilians.
* Fixed Arbiter not dissolving.
* Item icon on the item popup is now centered properly.
* Fixed the Ready button in the team selection tab resetting to default state in multiplayer when switching between ship UI windows.
* Removed an event which spawned a common loot container with boss level loot in it.
* Dead crew members resurrected in the cloning lab will not lose their experience.
* Fixed an issue where the icon for the Environment Scanner did not always appear.
* Fixed glorious egg parasite spawn animation not triggering properly.
* Correct icon is now being displayed when hacking engineering ability is still locked in character ability tab.
* Fixed flamethrower particle effects emitting from a wrong position sometimes.
* Survey environment and rescue prisoners missions save progress after each completed room.
* Prisoner rescue mission no longer starts the dialogue again when returning to the planet after having started the mission.
* Completed first encounter events are always generated to the planet they were completed on, which fixes cases of non-deterministic event generation when revisiting the planet.
* Crew UI hands no longer show through windows.
* No longer able to disintegrate tutorial items.
* Fixed some typos.
* Multiplayer unit identifier no longer shows through the panic bar.
* Incapacitated characters fall to the ground.

30.1.2017-2.2.2017

Changes:
* Removed Small Cocoon of Visions.
* Tranquilizer Dart can now be used on flying enemies.
* Self-heals of certain enemies (Glorious Egg, Trychfilian Guru) can be stopped by incapacitating them (for example by using the Tranquilizer Dart ability).
* Added a hotkey for using mission consumables (environment scanner).
* Settings menu now has a consistent prompt in all the scenes when trying to back out after making changes.
* Miscellaneous sound additions: tongue hatch open, galactic profanophone, violator interrupt ability, wax spitter build up and spit, worm-infested cyborg explosion, sammy heal, symbiotic monstrosity sounds, tickle bot sounds, shaman event sounds, pacifier barrier breaker and joy enhancer sounds, trychfilian muse sounds, trychfilian guru sounds, imperium bomb dismantler, sgt and captain sounds, glorious ovipositoid sounds, nerve gas aerosol sound.
* Renamed some of the pacifiers to make the feel less placeholdery.
* Removed outdated loading screen tips and added couple of new ones.

Bug fixes:
* Unique events are always generated to the same planet after they have been completed, which fixes undeterministic events on later visits to the same planet.
* Kylan Smythe can no longer be killed by the enemies and is able to defend himself.
* Fixed missing boss foreshadowing events.
* Fixed an issue where new unique events were sometimes generated to a completed room when revisiting an old planet.
* Medics using an M-Phase booster now heal automatically after having attacked the current target for a while.
* Fixed a trading exploit which let players trade more resources than they had by consuming the resources before a trade was completed.
* Fixed rewards not spawning after completing the prisoner rescue mission by visiting the planet more than once.
* Resetting some tabs and also all settings no longer has inconsistent behavior between the UI and the actual saved values.
* Objective text in the Devan Wynne event doesn't get stuck.
* Merchant module items no longer refresh and restock on game exit.
* Fixed Quantum Field Spectrometer having only a 90% replication success chance in the tutorial.
* Replicated misc items retain their quality.
* Fixed crew member icon disappearing when re-arranging the crew order in the crew manager screen.
* Resurrected crew members no longer lose experience and increment clone generation when resurrected individually in the cloning lab.
* Mission subevents (such as prisoner rescue events) are no longer generated to stair rooms.
* Glorious prison guards no longer zombify prisoners.
* Resynced band with the music.

3.2.2017

Bug fixes:
* Fixed characters not being able to move after teleporting to a planet.
* Saves too new for the game build are displayed in red on the load game list, and they cannot be loaded anymore.
* Additional loot from merging tumors is transferred to the merged enemy. This fixes an issue where some mission colectibles did not always drop.

6.2.2017-

Changes:
* Stealth ability has separate icons and descriptions for cloaking/decloaking.
* Tranquilizer dart range is extended for long range weapons such as snipers.
* Tranquilizer dart is now a targetable ability instead of automatically firing at the character's current target.
* User config files and local saves are now stored in My Games.
* Added UI feedback when trying to click somewhere the party leader can't walk to.
* Removed changelog display, added timeout to fetching steam community post headlines.

Bug fixes:
* Fixed a problem with the trade window which potentially caused unability to select the trade option for another player.
* Fixed an AI issue which sometimes caused commander Sheen to attack the crew members after completing his mission.
* Crew members who get stuck inside Bulbous Protrusion or behind it are automatically warped back to the correct side.
* Fixed an AI issue which sometimes caused Bulbous Protrusion to get stuck when starting to use a new random ability.
* Can no longer get a second QDT on NG+.
* Fixed in combat message getting stuck after dialogue.
* Fixed game desync when joining a first playthrough multiplayer game with an NG+ save.
* Fixed not being able to kill the zombies in the tutorial forest after visiting the planet again.
* Fixed lingering enemy health bars after cutscene.
* Locked rooms should no longer spawn two sets of overlapping chests.
